- 1.3 Patch
- Best of 2000-2003 Maps
- Bomb Diffusion
- Capture The Flag
- Map Packs
- Multiple Gametype Modes
- Single Player
- Tourney 1v1
players will not be able to use it online or at all. :( Which is a shame, because from the look of the readme and the screenshots, it shows a great improvement from the already brilliant first version. :p In addition to the original ship, beta 2 has a new landing feature for the big runabout, landing on a planet with an underground base. Some of the original errors, including the pool table crash and non-decompressing airlock have apparently been corrected, and there is also working escape pods and the usual RP features such as warp drive and weapons. :D So, you can imagine my frustration at not being able to play this map, and I really hope that a more universal version is brought out soon! Download if you have ioEF... weep and claw at the screenshots if you don\'t! ~ Luke20 (The Tenth Doctor)
on-board a Starfleet vessel. The corridor design is rather unique and increases the fun of exploring an unfamiliar environment, while I did get lost at least once, it is easy to navigate and should bring quite the amount of CTF goodness. In addition there are several hidden areas, including hull walk and a sixth deck, which can be accessed by certain means. However I\'ll not spoil the surprise of how to reach them. Overall this is a truly excellent map and is a recommended download. See the readme for further information and installation instructions. ~AdmiralHocking
universe, the Excalibur is a Constitution-class starship, complete with almost every area you could think of, including Bridge, Engineering, an entire medical section, transporter, briefing & recreation rooms, Hanger deck and even a rather novel little Agony Booth which works in a very interesting way. There are most of the usual RP features here as well, such as working turbolifts, and weapon / console sounds, although there is no warp drive. Instead, a planet sits on the viewscreen. This map benefits from Tork's original work yet updated for a new purpose. The textures and mapping are exactly on the spot, especially the medical section that is straight out of the TOS technical manual layout. I do wonder why this map is in the form of a mirror universe vessel. Personally, I would have released a primary-universe version (a tiny retexture of the original would have done it) to begin with before making a variant such as this, and although Pat_DH addressed this by claiming that there are only imperial uniforms available in RPG-X. Nonsense. That detail won't stop people from running normal TOS era RPs, but nevertheless, that has absolutely no bearing on this excellent download, and I wholeheartedly recommend it for use. Excellent work, and I hope we DO see a normal universe version in the future. :) [i]Please note that for this map to work correctly, you MUST have "TOS_Cruiser", "Wreckdeck" & "RPG-X 2.0" downloaded.[/i] ~ Luke20 (The Tenth Doctor).
realism. This is an excellent map and certainly worth a download for any Simpsons fan! :) [i]To load the map you'll need to enter "/map ef_724" in the console.[/i]
those roleplaying types (which I am) I recommend this map for your collection, great fun for roleplaying.
to say... [quote]The USS Solaris is a Nova Class variant. This is not the Equinox variant, however something slightly more on par with voyager. This is my first main map release, the other being the Aero Wing beta on effiles.com. This map has been a huge learning curve for me, and taught me alot about different aspects of modding for the game Elite Force. I hope you all enjoy playing this as much as I enjoyed making it.[/quote] The Solaris has a high quality of mapping generally, with some decent textures as well, although at first look, the map has 'Voyager' written all over it due to the corridor design. The use of curved hallways is something quite new for maps, and the deck layout is also unique... not only several ways to get somewhere, but there are an abundance of Jeffries tube access ports scattered around, making the ship feel more realistic. Add this to a collection of good rooms, including a computer core that reminds me of an EF2 mod beta with exactly the same design, and you get something small, but new. On the downside, there are some missing textures and the crew quarters feel very empty, as does sickbay. In addition, the map feels like it is missing something. I can't put my finger on it... However, this is excellent work from Ryan for a second map, and one of the better roleplay maps out there. All in all, a must have map for you RPers. ~ Luke20 (The Tenth Doctor).
apparently put in this. The first thing you notice when you spawn on the map is the tram-train which is right now not functional, however the interior already looks pretty detailed and like you would imagine a 24th century tram. After a walk through the park you have the choice to walk to the still a bit incomplete looking beach or the entrance area of the meeting hall. The map features a small shuttlebay with a pretty nice door design for the cargo bay, a complete meeting area with greatly modelled panorama-windows and some nice viewing areas. The detail isn't too great yet, however the custom textures and pretty inovative designs of some areas are more than catching that up. Definately a great job that except a few tiny glitches will give you some really fun RP sessions. - Pille
replica of that ship, the layout, textures and whole dark atmosphere of the ship are captured perfectly in this mod. Its not an overly large map but sizeable enough to have some good play in it. Most of the compartments and areas from the USS Dallas are in this Map. The exceptions being the first cargobay where you initially land, the other side of the turboshaft where you restore the gravity and also the service tube where you restore the turbolift power. There is a working holodeck included but its still in development so don't expect anything big from it. Other working features include the Main Power with global Influence, so if it shuts down systems are effected such as weapons. The Airlocks are functional, so any mutineers can take a holiday there, also have an eye out for the turboshafts in case you go exploring blindly and end up splattered at the bottom of the hulk. There are other features too but you just have to play this to find out! Definitely another high quality mod this week even if it is still essentially a beta! - [b]IKS[/b]
mapping on the Elite Force engine. It pushes the limits of the game as far as they can be pushed. Including features such as 'Enhanced Warp Core V2' and 'Multi Alerts' it provides the best experience for those looking to find the best RP experience. For those with higher end machines this map also includes 'High Resolution' textures. This means that textures animate and move just as they do on the TV show. The Enterprise - E has been updated twice since its initial release. These updates include a patch to Version 1.1. This fixes bugs and lag issues whilst adding some requested features. The second time was for the 'Express Edition' meaning users with lower end machines can experience the map in all its quality with some rooms removed. (These areas where chosen as they are not often used and as such do not impact on the game). Download the file here, or at [url="http://iwantstudios.net/downloads/rtm/enterprisee_rtm.rar"]iWant Studios[/url] Refer to the readme for more information.
fragging support, this is pure RPG. As soon as you load the map, you will find yourself in a stunning trans room, no forcefeild meaning less noob abuse. The sickbay is sheer joy, with a FF around the biobed. The new LCARS, courtasy of Simmo, look amazing. Engineering is the highlight of this map, the core is by far the best looking core I have ever seen. As oppsed to the nukem-style turbolifts, the new lifts have transporters coded to buttons, so when you push the button for a deck your beamed there! simple! The outer view is also cool, because you can see a blown up (not as in destroyed) model of a galaxy at warp, and your right in the center of it! The cargobay can transport cargo, and many other goodies can be found throughout the map. The bridge itself is stunning, and almost every console has some good sounds added on. I find it very hard to write a review for this map, because it simply is too nice to express with words. The hallways are top notch, and look nice and slick on high res. This review blows, I know, but once you see the map, you will see that there is a reason the words don't come.
still a decent colour scheme and pretty spartan in some parts (similar to the Defiant's bulk heads). It is pretty small and compact in the design which suits the textures but the ship feels uncomfortably cluttered in parts, especially the engineering section which is a bit too open when it should be hemmed in with some sort of barrier. The Bridge is very spartan, something you would expect to see in a freighter or cargo vessel and not a Starship. However it is still a decent enough map especially for combat. Worth having a look at it.
HoloFederation Serial RP, Relativity has a new unique feel to it although with some mild influence from the 29th Century TCARS. While only containing four decks, the Relativity does provide everything you might want to find aboard your Starship; including an Armory, Crew Quarters, Mess hall, both Astrometrics and a Science Lab - as well as the generally expected Bridge, Engineering, Sickbay and Transporter Room. Relativity is most certainly not just a re-texture though; certain aspects of the map have been altered to better suit the 28th Century feel of the Sovereign Class and to draw it further away from the Enterprise-E styled interior. An example being the corridors, which while they maintain the overall shape - they are of a slightly different design and enhance the new map feel. Relativity also adds a few new items and entities around the map, one of which being an additional desk and console in Sickbay. In turn giving Medical Staff have more to do than scanning other players. Also included are RPG-X introduced features such as the give entities and location entities, the latter of which are viewable from the TAB screen and can be used as Transport markers. Overall this is an interesting and entertaining re-work which truly is worth your time - and comes to you as a highly recommended download. See the readme for further information and installation instructions. ~AdmiralHocking
recommend taking a look of its original review on this site before downloading. There are some decent changes and improvements from the last version, such as new textures, sounds and features, and I was very impressed that the plain-looking shuttle bay, that I commented on before has been augmented with running lights, operational space doors and landing strips of sorts.. If SFCOM was an amazing map before, then this update makes it a highly polished and detailed roleplaying space station, and completely worth downloading. Trust me, you are missing out without it! ~ Luke20 (The Tenth Doctor)
to Version 1.1. This fixes bugs and lag issues while adding some requested features. Also included in this download is a '[u]Performance Guide[/u]', this guide will allow you to adjust your settings to maximise all of the goodies in the map, while getting the most performace from your computer! Download the file here, or at [url="http://iwantstudios.net/downloads/rtm/ent_e_v2_rtm.rar"]iWant Studios[/url] Refer to the readme for more information.
features. The map includes 5 Decks - The Bridge, Ten Forward and Quarters, Transporter Room and Sickbay and Armory, Main Engineering with deflector control, and shuttlebay and cargobay. Words can't really describe the awesome-ness of this map, so I'll just try anyway :p. When you start the map, you come into a stunningly canon transporter room. The transporter room deck includes the armory, sickbay, the brig, and a science room. The turbolift on this deck can take you to other portions of the map, but lets move onto the bridge. The bridge is made in the image of the bridge seen in "Star Trek: Generations" with the two side stations. Of course all the consoles make noise, and the Ready Room is off to the side of the bridge. Too bad there aren't any fish there ;). The observation lounge shows the rest of the galaxy class starship with a 'nice' view of space. Now we head onto Guinan's home away from home, Ten Forward. Ten Forward, or Deck 10, is located at the very front of the ship, on the very edge of the saucer. This is the place for "breath taking" views of space in TNG. There are also quarters this deck, along with a holodeck. Main engineering is just about as canon as it can be to the show. The Warp Core, deflector control (as seen in "Generations"), and a Jeffries junction are all on this deck. The last deck contains the cargobay and the shuttlebay. Both rooms have doors that open, and you can beam in cargo in the cargobay. Most of you may already have this update, but if you don't, download now! :)
Review:[/i] [quote]This is his first map and it shows in some respects, but not others. A few words to describe the map would be 'Big and Square'. However he does make a nice use of toggleable forcefields. The map contains a great number of rooms including crew quarters (with bathrooms), transporter room, engineering, sickbay, the bridge, offices, the brig, an empty mess hall(?), and what looks like an astrometrics of some sort. On the bridge you can turn the viewscreen off and on, and in engineering you can activate/deactivate the warp core or raise a forcefield around it. Other forcefields can be toggled off and on in the brig, sickbay, transporter room, and on the door to engineering. I noticed quite a few missing textures and there is a HOM effect on the transporter pad. The map also has been compiled on novis, meaning everything is lit the same, which is a shame. There is no levelshot either. Not bad for a first try though.[/quote]
hallways with unopenable doors, so download it if you want to try it out and give feedback for the final version. As stated in the readme, you may need to change your com_hunkmegs if the map does not load. Click [url=http://eliteforce2.filefront.com/info/com_hunkmegs]here[/url] to find out how.
so go download NOW (Note you need the orginal Magnificent to be able to use this version)
freighter. It has warp drive, nebula capability, a docking mode and crew and cargo transporters. Space Station Arcadia is an outpost that may or may not be under Federation control. It offers a variety of services to travellers and traders. The caves are accessed by transporter from the ship. There are several points of natural and artificial interest to explore. This map has been tested with RPG-X2. Please be aware that the max_shaders error is a risk in a map of this size, so try to avoid randomly changing skins after connecting to a server.
is a new design of Starbases from the new-founded Terran Empire! The plans for this Starbase were stolen from the Starfleet of the UFP in the Mirror-Universe. We have reconstructed it, but we must improvise with the technology of our old ships, because we are not have all the resources and technologies as the UFP. All bugs which dogged the previous version should fixed now and there are a few new little Features. [b]Changes[/b]: [*]Bug fixes [*]Mew lighting in some areas [*]Few new RPG-Functions An Engine Update is required to play this map! It is also recommend to use [url="http://eliteforce2.filefront.com/file/Elite_Force_Holomatch_Engine_Update;72558"]ioEF 1.37[/url] to play this map. - [b]IKS[/b]
Modas adds a multitude of new rooms to the base including; a Computer Core, Science Laboratory, Armory and Cargo Bay. Which increases this maps attractiveness for full blown RP crew and plot-lines. Another nice addition to the map, is an RPG-X 2 specific feature; Give Entities. These entities allow you to give and take items from your character inventory, such as weapons and engineering equipment. Previously seen on the Relativity map, these entities have proved to be rather popular and make a very welcome addition to what is a highly enjoyable map. With that in mind however, Station Modas does have one let down. Coming the form of misaligned textures; most notably in the Ready Room and Crew Quarters. While not sounding too bad, the misalignment causes these two areas to appear rather unattractive and the former of which looks to be made of polystyrene. While this setback is aesthetically displeasing, it does not detract from the quality of mapping or the enjoyability of the overall map. Note: The [url="http://eliteforce2.filefront.com/file/USS_Ariana;86361"]USS Ariana (Beta 2)[/url] and [url="http://eliteforce2.filefront.com/file/Starfighter_Command_Update;85727"]Starfighter Command Update[/url] are required to run this map as intended. See the readme for further information and installation instructions. ~AdmiralHocking [b][i]Warning: Having either the Dragon Class or UFG City may cause this map to experience a corrupt JPG error, removing them will resolve it.[/i][/b]
was an early class of Starfleet vessel. The class was commissioned soon after the formation of the Federation in 2161 and decommissioned in the early twenty-third century. This [b]USS Alliance[/b] map has all the usual features of a roleplaying map, such as Bridge, Engineering, Brig and briefing room, but curiously no Crew Quarters or Sickbay and a large number of doors don't lead anywhere. There are, however, some unique features including an interesting armory, working shuttlecraft, a rather good admin room and even a panel on the bridge that will simulate an enemy attack with exploding consoles and shaking, but this has the obvious problem of being abused. One key concept carried over from the original Deathmatch map is space walking, where you can walk and float around the exterior of the entire ship, something not seen in almost [i]any[/i] RP map currently. Stay away from the Bussard collectors, though. :p RPG Daedalus is a good solid map, but I get the feeling that it would only be good for small group roleplays, or roleplays with considerable combat, and whilst the special features are impressive, they could easily be abused. Certainly worth a download, though. I would be interested in what kind of RPs come from this. :) ~ Luke20 (The Tenth Doctor)
[b]Ferengi[/b]! This great roleplaying map, based on the well-known [b]RPG Poseidon B[/b] (shipped with RPG-X 2.0), has a very Borg atmosphere to it and almost every area of the ship has been assimilated and re-arranged to suit the needs of the collective. Starting in the Transporter room, players will see that the familiar layout of the ship has been retained, but each room and area has a different purpose, and quite a logical one at that. The ready room has become a lair of regeneration alcoves, the crew quarters are now secondary engineering areas, and even sickbay has been turned into a cyber conversion chamber! Whilst most interactive consoles still perform the same function, a few have new uses, including a number that seem intent on blowing up the ship if you hang around too long! There is a secret area on Deck 2 (apparently the only untouched part of the ship) and have a play with the consoles in the transporter room: see what you can activate. Deck 3 seems to have disappeared. The Borg obviously don’t think much of entertainment or food. :rolleyes: Lighting is dark, sounds are creepy, and a lot of the time, even when playing alone, you’ll be tempted to turn around sharply to check that no drones are shadowing you. :borg: Download now! There are some great roleplays on the horizon with this in your BaseEF. :D ~ Luke20 (The Tenth Doctor)
[url="http://eliteforce2.filefront.com/file/;76425"]Zip 1[/url] and [url="http://eliteforce2.filefront.com/file/;76426"]Zip 2[/url]. Virtual Dreadnought is a TOS era single-player mod for Raven's 'Star Trek Voyager Elite Force'. It allows the player to tour and explore sixteen decks of the Federation-class dreadnought [i]USS Star League[/i]. Unlike the [url="http://eliteforce2.filefront.com/files/search/?search_category=all&fields_name=1&fields_filename=1&keyword=starbase+11&game=4#results"]Starbase 11 Mod[/url] released last year, which was presented as a museum exhibit, Virtual Dreadnought is a fully interactive experience. All personnel aboard the Star League are scripted NPC's going about their duties aboard ship, and the player is cast in the role of a member of the ship's crew. The player can interact with ship's crew and systems, access crew logs and library computer data banks, complete various objectives, search for secret areas, and collect secret items. Additionally, there are twelve simulations and combat missions that can be run from the ship's holodeck. The Star League appeared in the Starbase 11 Mod, moored at Drydock 7. The recently commissioned ship was making a temporary stop at Starbase 11 for resupply as it returned to Earth after its shakedown cruise, and the player was able to beam aboard and visit three of its decks. Virtual Dreadnought picks up the story at that point, as the Star League departs Starbase 11 and begins the last leg of its journey back to Earth spacedock. Refer to the readme for more information.
canon and have basic RPG-features such as warp effects, weapon sounds and activateable forcefields, perfect for a 2-4 players RP. We noticed a tiny bug with a certain console combination on the Type 9 map, however a fix for that is already in production and will be added shortly. If you like roleplaying you will love these maps. :)
exist". The detail in this map is excellent, from the moving clock to the stop sign at the end of the road. The map has several rooms inside the base, which house the Delta Flyer, a UFO saucer (from the Roswell incident perhaps...?), a "transporter" room, and some sort of control room. The gameplay on this map is superb, the bots work perfectly, however they may get stuck in the water. There are also many secrets to the map, which I can't reveal here, because that would spoil the surprise ;) Download if you don't already have it, I strongly suggest it if you want to have a good time :)
are also some quite evil secrets for example when you shoot on the pictures hanging in the halls. Have fun with playing this great classic DM map. :)
3 but then converted and enhanced for Elite Force. Get it now if you haven\'t already. :)
will need winRar or a Pak file editor. As it apparently was unclear to some what alert they can find where the author has also included 2 images showing the alert locations, they are attached below.
map in all its original glory, created back in year 2000. For those of you who don't know it yet, the map is set in a town with everything you'd expect from it, like for example a McDonald's like restaurant or even a shuttle-train crossing it. Check out the attached screenshot and then stop reading this so you have time to download and enjoy this map :D Note: There is also a very nice secret in this one, good luck with finding it ;) Video Review by
activate stuff like a bridge which you can use to get to the little spaceship which is docked. The engineering section is a hazardous area. It's filled with lethal radiation which will slowly but surely put an end to your misery. The cannon on top actually rotates. You can open the airlocks by walking to the console next to it. You can really see that Gigon spent a lot of time detailing the map. It's looks quite impressive and I can tell you without a doubt that you'll have a lot of fun on this map. Of course this one is meant for roleplaying usage only. In addition to the Ironman, another map has been included entitled Ironboy. It's basically the same shuttle that's docked right beneath the Ironman but the Ironboy is a closed map which means you can only roam around in the shuttle. Even though the shuttle is a tad small you can really get into rpging. Nevertheless the shuttle has a pretty neat design, nothing too fancy and not too boring. You'll need the original map in order to see all the textures, get it [url="http://eliteforce2.filefront.com/file/DM_Dy100a;40234"]here[/url] Check this out! You won't regret it.
me and don\'t notice any dialogue, make sure you have text dialogue turned on. :-P Looking forward to seeing more from this person in the future.
criticism to help the author improve his mapping skills. The biggest problem was that everything is scaled too big. You need to size down the corridors and doors to normal size. The furniture is correctly sized though a little tight between the desks and the walls. Walls were very nicely detailed, but ceiling could use some work. I know from experience that ceilings are harder. Another big problem was the lack of area portals. The entire map is being drawn at once, but fortunately it\'s small so the FPS is pretty good but that\'s no excuse. There\'s some articles out there on areaportals which are worthwhile reading. You might also want to learn about caulk. Minor problems: - door to the main chamber isn\'t teamed - missing textures on the computers - turboshaft doors open at the same, or did you want it to do that? But like I said, your design is quite creative so don\'t give up mapping. You\'ve got a lot of creative potential now you just need to improve your skills. The author has given permission to other roleplaying groups to retexture where the SFERP logo shows up.
pretty big and may feel like Dangercity in some respsects, but different areas of the map are closed off from the rest which means you wont bump into someone every second and have time to explore! (which you'll probably do a lot of). There are many areas which you can check out, most of which offer a few paths to other places; however, dont be surprised if you run into dead ends.. because it may happen often. In a few of these dead ends there are actually secrets to be found (usually in the form of breakable walls) and they're not very obvious either ;) Some of these secrets offer more weapons, while others an underground passage. Though some dead ends can be a bit frustrating as they no reason to go there (i.e. no secret or weapon) so if you do end up in such a place you might get frustrated at being cornered. The is certainly worth a checkout as it is nicely done, great use of sounds and lights to get the right atmosphere. It may or may not work great in terms of gameplay (some weapon placement and few un-gameplay friendly aspects (like the deadends)), but I think that's down to personal choice. [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Models:[/b] Yes
Commander community where his claim to fame is his canon mods. I found this map to be much more enjoyable and more useful than his previous map Crashsite. Perhaps it will be out-done by his upcoming starbase map? Yes there are a few minor bugs with this map, but the brush work is excellent. Dooley is planning on doing a version 2 of this map. You can tell he spent some quality time on getting the corridors looking good. Getting the scale and detail right can make or break a map. I also really liked the jeffries tube under the floor, and the fact that it was on the same deck as engineering. Hey, if this map can get me back on the server roleplaying again, it must be good, right?
Engineering, Mess Hall, Brig, Crew Quarters and a number of other rooms typical to a futuristic starship. There are plenty of computer panels that you can interact with to bring up forcefields, shut down the warp core, fire torpedoes.... there is a lot you can do in this map! The design is certainly much different from what's normally done (well, it is the Prometheus after all :D). Areas that I particularly liked were the Bridge, Engineering, Crew Quarters and the Deflector control area. Other areas were a bit reminiscent of Voyager (such as the Brig and Mess Hall). Some areas I never knew existed on starship, like Tertiary Engineering. My biggest nitpick with the map was the fact that it didn't 'feel' like a starship at all. Sure it had the basics: Engineering, Bridge, etc. but the structure felt very weak. The hallways were too boxlike, there didn't appear to be any form of the ship taking place (such as the triangle shape of the Prometheus).. They map needs some stronger architecture to make it feel more solid and, well, real. Despite that, the map is pretty good, I'd definately recommend checking out. I'm starting to enjoy these RPG maps playing with all the panels :D. [b]Bot Support:[/b] No [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Models:[/b] Yes
built quite nicely, a good idea of form/shape. I loved the little details all around the map and I think that's one it's selling points. Some of the repetitiveness of the computer panels did seem to be too evident and a little variation among them would have been nice. I only remember seeing one z-fighting error though another error was more glaring and, in one room, hit the FPS badly. It appears that something went wrong with the camera in the map and it causes some undesired effects in the sky and a sever FPS drop in the 'green room' (screenshot #1). Aside from that, what I absolutely loved was the cool effect that the station was under attack! The shuttle bay and adjoining rooms almost tell a story of their own just by looking at the remaining damage. Blood splatters everywhere, claw marks and a path of destruction ;) The claw marks aren't just randomly placed either, it actually looks realistic as though a creature walked around the station destroying and killing as it went along. I think the whole 'destroyed' theme came off very well! Overall, the map is definitely worth checking out! It should be great for FFA's! [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes (1 new texture ;)) [b]New Sounds:[/b] No [b]Game Types:[/b] HM, THM On a sidenote, I think the readme should have more information, though that's just my little nitpick :D
CTF match, however, his size is quite big. This is the only problem. As always, Stukatto give us a great map. Bot/CTF support.
Engineering Lockdown * weapon-vfx This package is required on both server and client-side due to string-files for locations and Turbolift discriptions.
good-feed backed USS-Maine Release in May I felt confident that there was no lack in skill left but it wasn\'t until the need for a Defiant-Class-Map rose in my RP-group that I started working on this again starting at zero. This pack contains the rpo_defiant as released earlier this year and the final Product: the USS Hyperion with lots of new features and rooms. Have fun Harry
facilitate with cadet role-playing. The map at this time does not come with complete functionality, but does feature a full working turbolift from the RPG-X mod.
After the good-feed backed USS-Maine Release in May I felt confident that there was no lack in skill left but it wasn\'t until the need for a Defiant-Class-Map rose in my RP-group that I started working on this again starting at zero. This is what I did with the map before I started working on the corridor-layout. Not all the features of the final product are included yet but Warp, Turbolift and alert got their needed Upgrade. The Mapname stands in Tradition with all Defiant-Maps released so far. I hope to be able to release the final Product by New Years eve but no Promises. Have fun Harry[/quote] So. Yes. Another Defiant map. Don\'t forget that you need a lot of previous maps installed for all the textures and so forth. Not that you\'d forget that.
(selfdestruct and destroyable ZPM Core, both of them Admin-Protected, see instructions.txt on how to use them) Note: This map will only work when Used within the RPG-X-mod (Using in standart Holomatch will result in death upon respawning) [i]Admin's Note: This map MAY cause you to die upon spawning in RPG-X also, but it has worked well for some users.[/i]
is a very high quality map of the Aurora-class vessel Orion from that show. Complete with correct textures and sounds, the Orion feels like it is an Ancient ship converted for use by Starfleet, what with the TMP-era LCARS and doors. Very few RP features work - in fact a number of computer panels only bring up the response "feature under construction" when you activate them. Nevertheless, you could have decent roleplays on this map, as most sections you would need are present. The bridge is easily the best part of the ship, with a fantastic panoramic window and view of the hull. Despite being a beta version, I wholeheartedly recommend a download - you won't be disapointed. ~ Luke20 ("The Tenth Doctor").
preconception by some fans that this ship was actually re-worked into a real Starfleet vessel (it seems people are clutching at excuses simply cos it looks cool), this is infact an excellent map and miles ahead of the Solaris, from which most textures derive. This is what the mapper has to say about his latest creation: [quote]The USS Dauntless is an experimental class of ship being based off of the design of the fake USS Dauntless that the original voyager encountered in the Delta Quadrant. It serves its role as a deep space exploration ship. As such, it is equipped with other experimental technology, including a slipstream drive to make up for its great distance from immediate help. (Please note, neither the warp system nor the alert system are currently working as planned, this is due to an issue with the latest RPG-X2 beta release and should be resolved over the coming months, if not weeks. In addition, you may recognise some of the areas from the USS Solaris on the map, just hopefully a little better dressed this time round. Yes this was to save time, solely because I don't have nearly enough time to have created everything from scratch all over again. This map was created for use in the USS Dauntless SRP at www.st-voyager.net.)[/quote] The textures are strong, although this is an early release, so some things still read "USS Solaris". The mapping is canon and consistent with what we saw in the episode, with the exception of the Warp Core, which is a proper core instead of the quantum slipstream drive. There is a small, but quaint shuttlebay, one of the best cargobays ever, and an expanded Deck 1, which I like to see. A really good file, and one of the better roleplay maps recently released. Get downloading RPers! ~ Luke20 ("The Tenth Doctor").
new RPG-X2 features, that applied at least. It is supposed to be an underground intelligence post, but can be used for any sort of underground base rp. There is a cargobay, entrance, armory, mini-holodeck, OPS, science lab, sickbay, upstairs bathroom, mess hall, quarters, main bathroom (with showers), and the CO's quarters.[/quote] - from the developer. Apparently this verson of the [b]Underground Intel Post[/b] is the final version from mapper [b]Arron_Dominion[/b], so there won't be an update on this map in the future. Despite the somewhat awkward and hap-hazard placement of the rooms, the map actually gives the feel of a secret underground installation, and there is a good use of stock textures. Whilst not the best map out there, its worth a download. :) ~ Luke20 ("The Tenth Doctor").
edition released a few weeks ago, but with primary universe textures, sounds and atmosphere, the description will be very similar: The Excalibur is a Constitution-class starship, complete with almost every area you could think of, including Bridge, Engineering rooms, an entire medical section, transporter, briefing & recreation rooms, Hanger deck and officer's quarters. There are most of the usual RP features here as well, such as working turbolifts, and weapon / console sounds, although there is no warp drive. This map benefits from Tork's original work yet updated for a new purpose. The textures and mapping are exactly on the spot, especially the medical section that is straight out of the TOS technical manual layout. Be aware that you need a fair few other maps and a mod to make this work properly, and they are listed above. ~ Luke20 ("The Tenth Doctor").
Ariana[/b]. The Ariana is a medium size map representing the new "Morpheus-class" runabouts, which are slightly bigger than your typical Danube-class, including such areas as a multi-purpose office, a fully equipped sickbay, crew cabins, and also an escape pod (which launches). In addition to this, Ariana brings you some new RPing features like the ability to land the runabout and then spacewalk outside on what appears to be a barren asteroid or moon. Of course, warp, impulse, red alert and all the usual are here too. I could go on and on about the different rooms and features, but that description covers the basics. Anyway, tech-wise, everything is finely polished and the textures hit the spot exactly. Could have done with a little more light outside the ship when landed, perhaps, but thats my only complaint. This is a seriously good map and one that EVERY roleplayer should have. ~ Luke20 (The Tenth Doctor).
constructed to defend the New Hope Colony. But now, it is in use as a Long-Range Shuttle and to defend Station Modas, and it can be yours, all for the price of a free download! This map has three main sections: a corridor, a cockpit and an aft 'rec' room. When you arrive, you beam into one of two transporter pads stationed along the corridor wall. Under one of the deckplates you can find a small warp core, and a number of buttons. The back room contains a chair, table, replicator and bank of display screens, which is all very nice. The star of this small map, however, is the cockpit, with its huge panoramic windows that look even better when you trigger an excellent skybox (the same seen in Starfighter Command) and see a massive planet behind you. Add all the usual RP features, plus a tractor beam, complete alert system as well as holographic displays and you have a sure fire hit. You'll need a few maps (as listed above) to see and hear all the textures and sounds, but aside from that, this map is excellent: a nice small roleplay ship, perfect for both dogfighting battles and stealth missions. ~ Luke20 (The Tenth Doctor).
Station Archer from the "new" Terran Empire. The map is a Imperial Station based on Star Trek: New Hope - Station Modas. The Empire has stolen the planns of Station Modas from the Starfleet of the UFP in the Mirror-Universe. The Empire have reconstructed it, but they must improvise with the technology of their old ships, because they are not have all the resources and technologies as the UFP.[/quote] Sadly, I've had several people try this, and it just doesn't work. The map doesn't load or it gives the "parse" error. According to the author, it 'may' run with ioEF, so give this a shot if you have that. Anyway I can't review it, and will leave it to each player to try and get it to work. ~ Luke20 (The Tenth Doctor).
(FR) and during its beta stage it was leaked, that and other contributing factors led to the original creator JanMike34 dropping out the project. A long time later a person by the name of Deltoran talked to JanMike34 and he gave him the .map which Deltoran gave to Arron Dominion who then passed it on to me and I have released this Beta to show off what I have thus far, this version has lighting (though badly applied on Deck 1) and as such can only be ran in ioEF. [b]Some of the features of this map include:[/b] Working Warp drive Red alert Engineering to bridge visual communication Pre-activated brig forcefield and telelocation in brig cell allowing admins to beam unruly players directly into it. Has a separate Highrez texture pack for optional high resolution textures Lighting Refer to the readme for more information.
To combat this expectation though, the author has provided a list of sorts - to provide you with an overview of what is on each of the three decks. [quote] Deck 1 includes a Ready Room, Station OPS, Briefing Room, Shuttlebay, Fighter Hangar Bay, Science Lab, and the Turbolift Lobby. Deck 2 includes Messhall, Crew Quarters, Armory and Officer Quarters. Deck 3, featured in the last beta, includes Sickbay, Transporter Room(main spawn), Obstacle Course, Hand-to-Hand Training/Simulation Entrance Lobby, Assembly Room, Dean's Office. This is a radically different version than the last. The sickbay is more filled out, instead of the empty look of the old version. Also, I believe the Hand-to-Hand Training center was not in the last version.[/quote] As with the previous beta; this map is still on the blocky side and a little lacking in variety of shape and size. However, with a fair bit of work it has quite a lot of potential and really could be a truly interesting map. See the readme for further information and installation instructions. ~AdmiralHocking
points presents an interesting challenge for any game and will no doubt be the source of enjoyment. Personally the map reminded me of derelict buildings from older Comics or computer games. Once again, another map definitely worth a download and coming to you recommended by us! See the Readme for further information and installation instructions. ~AdmiralHocking
undoubtedly one of the most intricate and complete maps currently in existence for the Role-playing side of the community, not to mention the largest map out there. Featuring not only the standard RP map expectancies, the Atlantis also boasts use of the new advanced turbolift system, introduced by the release of RPG-X 2 itself, as well as a completely fool proof Warp Core ejection and retrieval system - that is also integrated with the maps ability to engage warp drive. One of the more interesting and exciting features of the Atlantis, however, is the unique Jefferies Tube system that interlinks with every deck and is truely something you should explore. Bringing with it all kinds of new possabilities for RP sessions, if you've not already managed to do so, the Atlantis is a highly recomended download. See the readme for further information and installation instructions. ~AdmiralHocking
dark and gloomy re-texture, even on my rather bright monitor, consisting mainly of a colour scheme you may consider to be somewhat Mirror Universe-y. In addition the download included a few new sounds for the alert modes and phaser fire. Although not stated in the readme, as this alters RPG-X textures, this download will also make alterations to any maps that make use of those textures. Since the re-texture is designed specifically for the Atlantis, results on other maps may be some what strange - the Poseidon having bright red floors in several areas being one of them. While the textures themselves are well put together, this is indeed too dark for my tastes and comes recommended as something to check out none the less. See the readme for installation instructions. ~AdmiralHocking
so far and gives an idea of what direction the map is heading in. This is a fairly promising file that makes use of a variety of familiar textures and features, the latter of which not all are working at this stage. While I found the corridors to be somewhat compact, it adds to the feel of smaller vessel perhaps similar in size to a Defiant Class ship, rather than the large vessels we're normally accustomed to playing on. In addition I felt that that the warp stars on Deck One have been wrapped too far around the area, which in turn produces a rather confusing effect - Warp Stars visible through the ceiling but not out the view-screen. Overall this is a download worthy of your attention and looks set to be an interesting map when finished. See the readme for further information and installation instructions. ~AdmiralHocking Warning: This map causes a corrupt JPG error on several other maps.
are; [list] [*]ctf_breach2 [*]ctf_stargate_adventures_final [*]uss_julian [*]uss_agrippa_v1_final [/list] This pack may come in very handy to anyone starting out mapping and wanting to get a look at how certain things are done first hand. The author notes that although the map files are released here, permission to use them is not included. If you wish to make use of any part or parts of them you must first obtain permission to do so. See the readme for further information and installation instructions. ~AdmiralHocking
eventually be a popular map. When you first load up the level, as with most other RPG maps, you begin in the transporter room which has clearly taken inspiration from the transporter room of Voyager. Interestingly instead of having the transporter controls as traditionally in front of the transporter pad itself, this map places them just to the side, which I found to be a rather interesting prospect. From the transporter room you can then move on and access some other partially mapped rooms, included a conference hall and a sickbay. I found the most interesting area to be the obstacle course, with a number of different areas that can be accessed via independent transporters. While at the moment rather \"blocky,\" the map is only in a beta stage and some work still needs to be done before completion. Overall this is a nice taste of how this map may turn out and is worth a download if you would like to experience the mid-development mapping stage. See the readme for further information and installation instructions. ~AdmiralHocking
colour scheme which suits the environment very well. Combined with some interesting animations and moving pads this map comes in very good form, I highly recommend this download to anyone that enjoys EF Holomatch and would like a change from the normal style of map. See the readme for additional information and installation instructions. -AdmiralHocking
time getting permission and converting this map for the [u]EFFiles[/u] community! The map forms the shape of the number 88, with the second 8 being a level higher than the first however, only half of the lower 8 is there. Be sure to take your bathroom break, and turn your phone off when you get ready to join the excitement, the gameplay of [b]JUL16[/b] is fast, and it can be chaotic...you\'ll need your wits about you if you want to survive the frag-fest that is sure to ensue! There will be a lot of action that can be had with this map, and a lot of frustrations for the gamer that is just-not-fast-enough with the fire button! Refer to the readme for more information.
Original readme\'s can be found in the download.
virtual dust, so he asked him if he could complete it. It was one of Aobob\'s first maps and although the quality of the mapping wasn\'t the best, the design, shape and size was perfect. So SimmerALPHA added details, new textures everything to make it up-to-date with the newest generation of RPG maps. And this resulted in the map you\'ve just downloaded. [b][i]At least RPG-X 1.0.1 is required, as it uses textures and features needed for this mod. It also has features that won\'t work until RPG-X v2.0 is released.[/i][/b] To leave the transporter area you\'ll have to duck/crouch (default: C). To enter the forward section of the cockpit you must also duck/crouch. Refer to the readme for more information.
subtitles turned on!
for a new movie or DS9 episode. Most enjoyable about this map are the sounds, they are a mix of birds and some disco trances. Definately worth to belong to our best-of series. :)
that away here. Enjoy :)
Desintegration and normal Deathmatch will be fun on it as well. So what are you waiting for, download now :D
already in function. However as each beta this map has its glitches and during testing it I noticed several shader errors in the corridor sections, a few on the bridge as well. For a map in this early release-state this is still an awesome RP map to play and I definately recommend to download it and to support the author with suggestions for continuing the project.
everything from working springs, moving platforms, spikes that kill you and pits of death to lamp posts that wiz you different parts of the map. The map has background music set to a rock version of the Green Hill Zone music, and includes lots of details and models. There are lots of underwater areas to this map that you can explore, as well as lots of other areas. This file also comes with an optional pk3 file that will replace the hyposprays with rotating gold rings that chime when you run through them. It is recommended you play this map with this pk3 however it is separate so that you may optionally play with the hyposprays / remove the rings when playing different maps etc. All in all this is a must-download for any Sonic The Hedgehog fan, and even if you’ve never played Sonic before, this is still a good map to play.
show, there are some excelent use of textures in the map that really make the map feel full and nice to play on. Great work.
Deactivateable Consoles on all decks - Corebreach function - Red and Yellow alert - Viewscreen with aft and forward view - 2 more rooms in shuttlebay Bot Support: No New Textures: Yes New Sounds: Yes New Models: Yes
finish: - custom sounds are not done yet - texturing need tweaking - some textures not done yet or need work. - Lighting need work - A lot of shaders are not done yet But it looks great already, so I\'m sure you won\'t be able to wait for the full release, in which case, click that download link ;)
It looks to be mostly a redesigned voyager, and as such shows in the textures as I mentioned. The turbolift in this map is interesting, you are transported to a black room to choose your desination, however I got stuck when accessing it from one deck. Download it if you can\'t wait for the full release ;)
into your baseef folder, I do not mind if anyone uses the textures and sounds WITH EXCEPTION TO the anything inside the \"Shuttle21\" texture file, this map may be distributed on cd or any other format, I would however ask to be notified if it or any of its features are used in a mod. This is v1 so any bugs will be corrected ASAP.[/quote] The shuttle includes lots of sounds which are played when activating most of the panels. It has two beds, three chairs, red, yellow and blue alerts, and a forcefield. Check it out if you like RPG.
and ALOT of console errors. I also couldn\'t help notice some overlapping brushes. It\'s still a good map which a lot of RPG people can enjoy. There are several decks each having their own features like sickbay, messhall, crew quarters. I thought most Crew Quarters and especially sickbay were a bit cramped. Still he managed to make everything look quite nice despite the fact that it is a bit small. It\'s just a matter of taste I guess. You can only go through the doors by pressing the button next to it, this sort of gives me the NX-01 feeling and quite liked it. The engineering section of course has the engine and you can press some buttons to activate auxiliry power and red alert. The red alert button might have been better placed on the bridge.
Quake 3. Seeing how much of a benefit those maps have been to the defrag, and general Q3 community, they figured it was about time to introduce the EF community to this genre of maps. This map is about putting yourself to the limit, and learning new techniques of strafing. The demos included in this .zip file describe several strafing techniques that most people could never imagine. There are a total of 10 rooms, each with their own level. The last \'course\' features a racing lane. A few people can hold a contest to see who is the fastest.
this map has been made at the hand of a set of blueprints. The advantage of this is that the map looks just like the original. Read some of the newsupdates for information on how this map came to be. I really enjoyed roaming through the corridors. There is a lot of eyecandy for you to see. Only like 10 percent of the ship is accessable in this map which is cool. There are 2 version of this map included, cruiser_hm and cruiser_mp. Cruiser_mp contains some extra goodies like secret areas and some usable consoles. Only the latter has BOT support. Use the turbo lift to move to other parts of the ship. It may take some time to get used to the main as one turbolift can only take you to one place. Find another one to move to the next section. The following sections are included: Bridge Shuttlebay Sickbay Engineering Briefing Room Crew Quarters Transporter Room Of course also a lot of corridors and stuff like that. All the textures look very detailed. You can really see MajorTork spent a lot of time detailing the map to be perfect and it shows! The only thing that bugged me were some of the doors. They kept opening and closing. But still it does not bring the quality of the overall map down. Download this! Shame on you if you don\'t!
activate stuff like a bridge which you can use to get to the little spaceship which is docked. The engineering section is a hazardous area. It\'s filled with lethal radiation which will slowly but surely put an end to your misery. The cannon on top actually rotates. You can really see that Gigon spent a lot of time detailing the map. It\'s looks quite impressive and I can tell you without a doubt that you\'ll have a lot of fun on this map. I highly suggest that you check this out!
much gameplay to it. But when it comes to torture, well then you\'re playing the right map. Among the many painful devices, there are crushers, turrets and the favourite of being burned alive in lava. Everything is controlled via buttons (that clearly display what they do) and also offer a view of the scene so you can truly enjoy the effects. If you feel like messing around with some friends then check it out (personally I didn\'t get the full feel of it as bots are no fun to keep killing...*sigh*). The map source is also included if you want to see how certain things were done. [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Models:[/b] No
ERPG mod to hear the doors go *SWISH* Cheers, -Crus
review, the second version of the Type 12 Shuttlecraft by Dooley! This map is based around the forward section (no the rear section) of the Type 12 Shuttlecraft. When the map started, I appeared in a small room with several large lights across the side. When I walked towards one, I got beamed to the cockpit of the shuttlecraft. There I found that a large number of the consoles were usables and that they played sounds or made the shuttle enter warp. :) I then found that there were 3 distinct shuttle sections that each light texture beamed you too, which I thought was a pretty cool feature. :) Overall, I thought the map was very good. The design looked very canon (No doubt this thing had to pass Scooter\'s eye!) and amount of interactivity available is extremely good. Very useful for an RP session. Just one thing Dooley, you used my warp stars texture and didn\'t credit me in the read me. :( I\'ll let it slide this time though. Everyone makes mistakes. :P Anyway, for those of you hardcore RP\'ers, this map is a must. For anyone looking for a map to frag on, you maywant to think twice about this one.... ;) -TiM [b]Bot Support[/b] - No [b]New Textures[/b] - Yes [b]New Sounds[/b] - Yes
map feels almost 'social' and 'fun' the breifing room has proved useful for diplomatic roleplaying. There is a lack of interactivity (first map aquarius has made) but hopefully that will be fixed in a later release, which is underway as i write this. The map rps pretty well, there are some boxy rooms, and a few bugs (one with the stairs, i myself dont like the df outside the window), and some textures dont show up without expansion pack. -Crus
make them cry. You can blow some of them. There is also many sound you can trigger. They all come from the episode. The Enterprise bridge is also pretty nice. No Defiant bridge :( Sure the 24Mb worth the download. It\'s amazing eye candy. The gameplay lack a bit...
updates in comments. The panels are nice (press everything on the bridge, or phaser sweep it), the transporter could be better, the sci lab is cool, and the engineering features a snazzy core. Im just not in the mood for reviewing today.
let you figure the features out on your own. Remember it works best with the Federation or RPG mod if you want to hear the custom door sounds. Might even make a good deathmath map.
those two sound files now included.
can be \"touched\" when you have the flight and you try to hit the background... Also the models of the jumppads, not sure if they\'re supposed to float above the floor but I\'m not the creator of this map so I don\'t know his intentions ;) Overall a nice map surely worth a download
testbed for several new special effects designed specifically for roleplayers, as well as a few old ones. Working phasers, working torpedos, working warp drive, working viewscreen, working forcefields, ejectable/recoverable warp core, working turbolift. I helped with some of the special effects. :D
to do). For example, you can put the ship into warp, or set it to red alert! I'm no RPGer, but I loved some of the things in this map! I really want to see what all will be in the final :D [b]Note:[/b] This is RPG map for the ERP (Elite Role Players). It's [u]not[/u] a playable map such as CTF, etc.
engine noise in the background. It's called Type 9/12 because it's actually a type 12, but due to writers' error it became called type 9 on the show.
transporter room, mess hall, cargobay, shuttlebay, sickbay and a impresive engineering as well as all the usual areas. Every time I had a sneak at engineering the core had changed - lol. But the current one is the best one by far Mr.T has done an exelent job with it. The bridge has interactive consoles (as featured in Deralict 3) and Mr.T and James Nukem has enlisted the help of Mystic Blossom for the brilliant computer voice over sounds :). The textures on this map are brilliant as the rest of the map is, my favourite textures are the animated Lcars consoles, good job guys! As usal James Nukem and Mr.T have put a lot of hidden serects in the map, some of what we've seen before, mostly not though! This map all in all is one of the best maps I've ever played on, its great fun on all the game modes (allthough it was designed with assim mainly in mind). The only downside to this file is its BIG, but thats just all the really cool custom models. No bot support as of yet, but james assures me that might be coming as another add-on. Because the file is so big, James and Mr.T have made the music as an add-on to the map, I really recommend you getting this because it really works well with the map, giving it a nice background sound to frag to :). Get the music from: http://www.effiles.com/file.info?ID=14337 Last thing - Go Download this map NOW - New Textures - Yes - New Sounds - Yes - New Models - Yes - Bot Support - No - Phenix
is probably a good thing because bots would start fighting. It's not super fantastic, but then it's just a taster for an upcoming Project: Elite Roleplaying map. A good map for a beginning mapper! Hmm... again the ratings aren't working.
decided to turn it into a full-blown new map, and thats a decision we all benefit from because of the quality of this map. The features of the ship are explained in the readme. Everything is done excellently, including the hallways, which are a bit wide, but look better than the usual boxy-type hallways. There are a few lighting problems that I noticed, but thats nitpicking. This, in this reviewer's opinion, is the Best EF Map Ever. DOWNLOAD IT!
ramps, and of course, lava at the bottom. An interesting map to play on. You can easly get lost and not even see another player for a while. A huge virtical map.
texture. This is one map you MUST get to your collection. Also, it's not called "Pugu's Dream" for nothing, some part of it are really crazy.
locations like the Bridge and the transporterroom. But besides all these areas the map has some extra's. Like 9 skins/bots of TOS Klingons (made by Toonloon) to frag with, TOS weapons to replace the current ones and a desktop image of the Enterprise. This is really a must-have map. Shame on you if you don't have it! ;)
The Fun Factor rating has been changed.
you know what I mean. It's really one of the best map. (P.S. Warning! This map can possibly not run on your computer. It needs a huge computer/3D card. It don't work on my, but it work on my md3 viewer.) BOTS Note : Creativity : 9 Quality : 9.5 Tech : 8 Overall : 9.5
Quality : 9.5 Tech : 10 Overall : 9
put the kettle on! :p One little snag, it demands a lot of CPU power! I recommend over a PIII 400 Mhz to get the map in it's full greatness. 4 Players BOT Support
more. Great map and great fun!
(www.incompetech.com) Licensed under Creative Commons \"Attribution 3.0\" http://creativecommons.org/licenses/by/3.0/
been sitting on this for 5 months so... you see where this is going. HAPPY RPing :D[/quote]
other locations please delete them) * Intensive care Lockdown (via the console in the CMO-Office) * weapon-vfx This package is required on both server and client-side due to the strig-file for locations.
to him, apparently, so he decided to do something about it.
to can remember;) should be no hidden advertising. Maybe there in 2013, the next subway station map ^ ^ :-)
how to can remember;) should be no hidden advertising. Maybe there in 2013, the next subway station map ^ ^ :-)
change and you may have to adjust some strategy halfway during gameplay. ps having more players may help you find this to be more true
have some more functions, so additional brushwork will get a lower priority. -Marc
training centre ) anyway it is an update of ctf_mari wich is also includded. the bots work on ctf_mari2 however not verry well :( anyway if you are still playing ef hit the ~ and type in ctf_mari or if you really feel up to it ctf_mari2 and dont let the same layout fool you it wont stay that way hehe, dont read any further SPOILER ALERT.. dont walk to much on the roofs,,, cant say anything more figure it out . Hope you diehard and hardcore EF gamers will like this map ow i forgot this in the readme thx Badnight and Pete for beta testing
The Last Outpost, we strongly recommend you update to this version! A full RPGXCE 1.1 edition will be coming out soon as well. Again, this is just a patch - if you do not have RPGXCE 1.0, you do not need this file.
looks a bit too green, but that will be only temporary. Best regards, Marc.
with dear life to the flying X wings and TIE fighters as they swoop around the walls, propelling you to fight your opponents! Great fun, although less fun when you keep spawning into mid air and die.
\"mend\" in version two. Areas: - Bahnhof (Station) - StraÃŸenbahn (Tram) - Untergrundbahn (Subway Station) - Restaurant, KÃ¼che, LagerrÃ¤ume (Restaurant, kitchen, storage rooms) - Parks (Park, Garden) - Baustelle (Construction Zone) - Schwimmbad (Swimming Pool) - Museum - Club
included are marine skins and no combadge skins for some models.
brings us his first map: [b]CTF Berpbase[/b]. Pardon you. The developer has very sadly failed to include the textures that he has asked permission for, rather handily, so you may well need to download [b]ctf_stuk2_ef[/b] if you happen to dislike gray and white holodeck standins. Worth a gander, though, surely.
number of places to hide and a few good vantage points, it has great potential for CTF and DeathMatch.
(such as maps) so that you are more aware of what you are agreeing to by downloading these maps. Original review: Can you say big? Well this thing is huge! The biggest map on this planet for EF. Its DM, Team, Tourney, and CTF Enabled. Great map, Great work..
and only recently got round to working on it some more. Although the map below wasn\'t quite what I\'d had in mind when I started, I feel it has got to a stage where I can share it. The map is a \'main engineering\' type of area. It has a warpcore, entrance to jeffries-tubes, engineer\'s office and an empty room (that was going to be a engineering lab of sorts). I\'ve included a .locations file, and most major locations are pinpointed. I know that this isn\'t really a proper roleplay area, unless you like engineering-only roleplays, however if someone (who is building a full ship map) would like to integrate this into a larger map, I have no complaints. The .map is included in the .pk3 Enjoy...[/quote] And to be fair, even just going on how this map looks (as it has absolutely no features at all, save a sliding door), this is one of the better Engineering spaces out there. :) Worth a look!
capture the flag will take awhile, if even possible. Hmm, is there another way to get to the other side? Of course there is, since you are on an aircraft carrier, why not take one of the planes? About every 30 seconds to a minute, one of the jets take off and swoop into the sky and land on the other carrier. Very clever idea ;). Download for CTF Fun.
where none had before. This map takes place on that primitive spaceship. Explore the cramped, submarine-like vessel, from the bowls of the dark engineering section, around the corridors, to the suspended animation stasis chambers, cargo hold and command bridge. Whats more, it is a complete ship in itself, as you can open an airlock and climb out onto the hull (wearing a handy spacesuit, of course) and conduct repairs or watch the rotating weapon cannon. There is even a little \"Ironboy\" shuttlecraft docked on the underside (and a seperate map of just that included!). The mapping and custom high detail textures are first class, as are the sounds and the fact pretty much every panel does something, at the very least a sound. The size of the ship, whilst fairly small, feels epic. The planet you can orbit was also a nice touch. This is of course adapted from [b]Gidon[/b]\'s original holomatch version, which was later converted into a fully functional RPG-X level by another developer, and was the setting for the popular [i]Star Trek: First Steps[/i] serial roleplay of some years back. Now the original creator himself is back with his own take, and it shows a few improvements and additions from the previous RP version. An outstanding map, and perhaps the best roleplay map since [i]Relativity[/i] and [i]Modas[/i]. Best of all, rather than requiring the original to work, everything you need is packaged here, including a suitably dark soundtrack. Download NOW! ~ Luke20 (\"The Doctor\").
stnh_stmodas. Have fun while playing it. ;) Keep in mind this is a work in progress. We build the station while we playing our SRP. So this station is not complete. It doesn't include every function of a good RP map yet. They will follow with further releases. Best regards, Ferengi (AKA Marc Torres).[/quote]
Let me know if you find the green milk.
is a well put together ship with all the areas and features you'd expect and few flaws. The cargo bay is especially large and fun, what with a working lift. Well worth a look! ~ Luke20
control of it. Explore the entire vessel by foot, or use the Turbolift System to access any area of the ship quickly. Defeat all the alien leaders to complete the game. There are currently no cinematics in this version of the MOD.[/i] [b]Cruiser Battle[/b] is a demo of [b]MajorTork[/b]'s USS Enterprise MOD based mainly on the original Star Trek series. It features many of the deck corridors on the ship, in both the Primary and Secondary Hulls. Most of the locations from Classic Trek and indeed most Original Enterprise maps are included, plus several areas never seen before - I especially like the Tractor Beam room. Yes, it sounds like a fair idea, and indeed it is very good, smacking considerably of Virtual Voyager (although the turbolift section takes a bit of getting useful). I did find, however, that you can't reach the end of the mission because each time you visit a deck, the enemies have reset, so its not possible to kill everyone. Is there a way round this? Apparently you can use many weapons, although I was only ever able to steal the Scavenger rifle from the Humans, so not sure where to go for others, either. Its not a bad attempt by any means, and I certainly look forward to the next release, but with only generic "KILL EVERYTHING" objectives, download now only if you want a mindless classic EF fragfest. ~ Luke20 ("The Tenth Doctor").
the Entryway" (tabd2map01). I've picked up a few new techniques and learned better ways to construct maps, and I hope (and tend to think) it shows."
planet. It is very small and has only a few features such as blast doors and hatches. And its quant. Yes, a tiny shuttle map to be sure, but a handy addition to any map collection. I especially like the rifles hanging above the seats. Good stuff from the newcomer. ~ Luke20 ("The Tenth Doctor").
to say about this rather small map except that it is not very bright, but has splendid textures.
different. It is a medium sized map with two levels of platforms. The theme is kind of mixed. Fast gameplay, fairly open map (no place to hide). Good for 1on1, 2on2 or 3-4 FFA."
good connectivity. Suitable for 3-4 FFA or 2on2 team matches."
Unreal tournament map - a generic indoor facility of some description with different colours denoting the two bases. A nice touch are the Terran Empire flags dotted around, as I can easily see the Mirror Universe holding such bloody contests. I'm afraid to say, however, that this map is rather average in terms of gameplay. ~ Luke20 ("The Tenth Doctor").
are very very small! [quote]Andrzej 'Requiem' Beresewicz (Original mapper): "This is the strangest map of all my works. At the beginning I was planning to do a big washing machine in radiant. After that I hit up on an idea to do the whole bathroom. I started from searching for wall textures. I found them, after few hours, on some german site in .pdf catalogue. Later everything went fine - from doing next elements and scanning new textures - to lighting map, which causes many troubles to me. I used about 1000 sources of the light to lighting all very well. This is short history of my map. On this level is many interesting places in which can walking (from sewage pipes to washing machine drum). I hope this map will appeal for all. "[/quote] Really good to see such a unique map converted for Elite Force! ~ Luke20 ("The Tenth Doctor").
layout of this, with countless walkways going all over the place in a very much non-straight line along with a decent background environment and the ever-present threat of falling into lava. Guess thats why they call it GEObase. However not only is the map a little too big for smaller matches, but I am unsure of the ladder system that is one of the few ways to get up and down the levels - not only can bots not navigate it, but it doesn't seem to fit with the rest of the design... but considering the awesomeness of the rest of the map, it doesn't really matter. Whats even better, however? This has bot support! Get fragging dudes! :) ~ Luke20 ("The Tenth Doctor").
with a decent background environment and the ever-present threat of falling into lava. Guess thats why they call it GEObase. However not only is the map a little too big for smaller matches, but I am unsure of the ladder system that is one of the few ways to get up and down the levels - not only can bots not navigate it, but it doesn't seem to fit with the rest of the design... I did find a few missing textures (notably the canyon walls), but this may not happen for everyone, and considering the awesomeness of the rest of the map, it doesn't really matter. Whats even better, however? This has bot support! Get fragging dudes! :) ~ Luke20 ("The Tenth Doctor").
two hallways also in opposite corners on each level, and for some odd reason, green fog everywhere. Not much to say about this, but its a solid HM map [i]with[/i] bot support! Nice!
interesting about this map is the way you traverse from one base to the other: through contained conduits of water. You move up, down, sideways and inbetween rooms through "stairs" and "tubes" of water that you can swim around. And the challenge is [i]not[/i] to drown whilst you are moving along them! Although its not shockingly inventive, I think it really works here. :) I especially like the spheres of water in the middle of rooms with powerups at the very top! Theres also bot support, which is nice. Really is worth a look, this map, so get downloading! ~ Luke20 ("The Tenth Doctor").
and the ships various systems are barely functioning. Be careful what buttons you press! You don't want them exploding in your face! There are many problems. For starters, the level design is very confusing - and the over-use of debris makes it hard to navigate. Also, I found several holes in the mapping leading to the void, and the absence of the space skybox. On the other hand, stock textures are used well here, combining Scavenger and Dreadnought textures. For a first try by the developer, however, it is very good indeed - Maximil obviously has a good understanding of where to begin, so I recommend he spend time giving this file a bit of a polish and release a new version soon! Take a look. :)
interesting and ancient planets that you can travel to through a titular Milky-way Stargate (from [i]Stargate SG-1[/i]). What makes this map particually exciting is the fact that the Stargate can be activated and deactivated using the DHD rather than just being permanantly open, and this comes complete with correct sounds and the infamous opening kawoosh (which sounds terrible and is all wrong, and doesn't kill you, but is fantastic all the same)! For me, the most interesting and fun side of the gate is the alien planet island, with its fantastic skybox and lots to explore... a small village (with dynamic-like lighting and a well), a forest and even a moat-lake surrounding a mountain. The "Earth" side is set in Egypt in a Pyramid, presumably during Ra's reign of the planet. There are two secrets in the map, one on each world, so get exploring to find them both! ;) This map would be great fun in holomatch and even RPG-X (like I said: good alien planet), so get downloading [i]now[/i]! ~ Luke20 ("The Tenth Doctor").
a pretty small map, but it has a layout of a shrine on top of a mountain. It contains a shrine, sleeping area, the entrance, and the shuttle landing area. There are no usables, so it can be used with any mod. It is recommended to use with RPG-X2, since most use that mod for roleplaying.[/quote] ...and small it is indeed. In addition to those pesky repeated stock textures and fog that actually [i]looks[/i] blocky, the shrine itself is very odd: I guess the natives of the planet worship the Dreadnought robots. With some expansion and perhaps useables, RPG Temple would improve vastly, but as it stands, the map feels like a beta. ~ Luke20 ("The Tenth Doctor").
modification alters a great many of the pre-existing textures on the map; making it fit in a little more with the Post-Nemesis feeling - presented by the RPG-X modification and it's two [i]flagship[/i] maps. The author notes that a lot of the textures were painstakingly re-created in the Nemesis colour scheme by carefully trimming down LCARS and recolouring them. Overall for those that make use of this map for Serial RPs set during the Nemesis time period, this nifty little download is sure to enhance the atmosphere of the session and add to the fun there in. Another little feature that the author wanted mentioned, was that he has also replaced the door bell on the Ready Room with a slightly more canon version. See the readme for installation instructions. ~AdmiralHocking
roleplaying maps as well as an RPG-X first: Hirogen skins, Malon skins and Kazon skins. I'm very impressed. It is about time more alien races were avaliable in the mod. Improvements for the Aurora and Excalibur maps by the same author are also present here, but you'll need to have downloaded those first. [i]Note: you need to delete the previous versions of the "Scav-Pro", "Scav-Pro-Malon" and "Scav-Pro-Hirogen" maps from your Base EF folder if you downloaded these.[/i] ~ Luke20 ("The Tenth Doctor").
addition to your fleet. Once installed, ISS Panzer will wow your senses and enhance your gaming adventure....it will also give you a sweet looking backdrop as you move about this map trying to stay not dead. Enjoy.
retexture. Honestly I planed this for the upcoming new Galaxy Class Map USS Serenity-B (by Borgking) but it was never finished, so I picked the orginal Serenity, wich is still awesome today and made a retexture to appear as Nebula Class. I ve put quite some effort in redesigning the LCARS Also I used a diffrent colorscheme. As seen in the show the Nebula LCARS is more purple and dark comared to the LCARS on Galaxy Class Starships. The LCARS is pretty unique, plus according to the LCARS Colorchart it is an exactly match for LCARS of this era. I also thought how I could get rid og the typical "Its a Nebula Class but it still feels like a Galaxy Class" Impression, so I changed the TGA Files from the Galaxy class Mesh to black, so it isnt visible from the Observation Lounge anymore. Though the model in the Readyroom is black now, it gives more a feel of that it might be a Nebula Class. I ve made slight improvement to LCARS, door and other various textures Also I have to admit I ve included the .bsp file with it, wearing the name of the Ship "USS Minnesota" because I like it when you load it up and it doesent say something else than it is supposed to be. Though the .bsp hasnt been altered. It just for the RPG Feel, so if you dont want to have another "the same" map lurking around on your disk dont download it ;) Review: So here we have a retexture of the classic USS Serenity B v2 map, a re-texture designed to tie in with the USS Minnesota forum RPG (Link can be found on ubergames) During the lengthy download and extraction process (For future reference, please don't put the zip inside another zip) i found myself skeptical, i easily slipped into the "Oh no, not another re-texture" mind state, however, i must say that this re-texture, on the whole failed to disappoint me. The LCARS have been almost completely re-done leading to a completely different atmosphere to the map, an atmosphere that the other edited textures contribute too, the carpets have been re-coloured and the corridors look superb, a perfect bridge between the corridor designs seen in The Next Generation and Voyager. Now, onto the bad bits. There are not that many grapples i have with this map, however, most of them, considering that this is a re-texture, are texture based. Firstly, the lcars seem a bit too 'purplypinky' and made me think that an 8 year old girl had got hold of the ships desktop theme controls... However if 'purplypinky' is what you like, then fair enough... After all, this is the Galaxy's sister ship... Heh. Secondly, there are a few texture mismatches around, the most obvious are the Nemesis control panels on the sickbay biobeds and the TNG controls on a few of the bridge console... Not to mention the door... Thingamabobs. Thirdly, the MSD... It is used FAR too much... I haven't played on the original serenity for quite some time, however, I'm sure there weren't this many MSD's... I mean there are three in the armoury alone. Also, the doors, half of them are Grey... Fitting in with the corridors, and the other half are beige... Which makes things look... Weird and mismatched. My final complaint on the subject of textures, is the model seen outside the briefing room window... The black colour scheme was a nice thought... And may of looked good on paper, but the reality is that it looks like somebody left all the lights off... Sorry. Other bugs: For some reason, this retexture makes the red alert sound go... Crazy for lack of a better word. Overall, a nice re-texture, it's not without it's bugs and grapples, but if your bored of the classic Serenity theme, or are thinking of making and SRP based around a Nebula Class, don't hesitate to try it out. Give it a shot. - jamesamey (Robertson/Vanguard)
'Allegiance'. I like this retexture, and it certainly gives the atmosphere of a small ship, one that has only a small crew perhaps. The post-Nemesis LCARS are also quite good. ~ Luke20 ("The Tenth Doctor").
it is pouring down with rain, and the interior reception area, complete with spooky lighting and a mysterious moving trolly. I'm impressed with the lighting, although the outside skybox is rather dull and there are a few texture problems with a pool of blood on the floor. Where this really works, however, is the sound design: distant laughing, the flickering of the damaged light, and the thunder echoing around the halls. Oh yes. Anyway, the developer has things to say about this: [quote]This is a beta version of an upcoming map, at the moment this maps is just a small section, to show some lighting effects I came up with, to create some ambience. Elite Force does not support dynamic lighting of maps, but I have been able to simulate dynamic lighting with some shader work.[/quote] Worth a look I think. :) ~ Luke20 ("The Tenth Doctor").
into something of a castle outpost on an alien planet (as the EF2 skybox would imply). It has to be said, a lot of the architecture and feel reminds me of the Lost City of Atlantis from Stargate Atlantis, which is no bad thing (theres even a ZPM room, with ZPMs): bit of post-modern within a stone structure. The castle contains a number of chambers, such as a command center, office, bedrooms, medical bays and a lab of some description. My favourite room is the torture chamber, as it is so very well put together - Sharp metal weapons line the wall, whilst a blood stained table sits in the center, and a working prison cell at the very back, complete with "NO ESCAPE" carved onto the wall. Good stuff. The non-stock textures, including some Attrexian control panels from EF2 are refreshing, and most panels actually have a function, such as locking the gates. There is also a turbolift network set up. Just when you are thinking that Huenchenburg is a mysterious, dark and unusual map, go through an unassuming door, and you find yourself at an Engineering disco. Yup, thats right. The USS Dallas engineering section makes a cameo, with bright, coloured lights. There are even various pictures of Kulhane the Chyken, with shades on. Very suddenly, the map begins to feel like Freak_Fish randomness. However, I suppose its a bit of fun even if it seems out of place. In conclusion, whilst the entire map is terribly dark and needs a bit more lighting methinks, Huenchenburg has the potential to be a very good away mission roleplaying map, despite the random disco, so heres hoping that another version will be released. :) ~ Luke20 ("The Tenth Doctor").
underworld of Star Trek, travelling from a rock planet with dinosaur aliens, to a Species 8472 cafe (complete with keyboard playing Eitherian), and then fight pirate Klingons on a warp-powered sailing ship before defending a fast food shop from Harvesters. I'm serious. :rolleyes: This version is certainly a vast technical improvement on the last, although the lighting in later levels leaves much to be desired. Also, the Borg lair at the bottom of the fast food resturant is a very difficult are to beat , as you literally [i]don't[/i] have enough I-Mod ammo to stop the Borg. The instructions on what to do at the end of level 6 could also be improved, as it was only by spending five minutes searching around that I stepped into the out-of-the-way transporter booth. Perhaps FreakFish should look into adding subtitles for his voiceovers so that the way forward can be clearly understood. This would also be useful in expanding the story, which is the other thing that needs to be addressed. All in all, though, good stuff and what could potentially become classic SP material. ~ Luke20 ("The Tenth Doctor").
got bored and ideas have popped up in my head. Team Fortress 2 became inspiration for this concept used in this map. Photon jump, based off of the idea of a Rocket jump in TF2. Photon jump: Here is how you do a photon jump. You jump and fire at the ground with your photon burst. Due to me just testing this, there are other weapons that will get you up the area that requires the photon jump. These include the grenade launcher and the scavenger rifle.
Although apparently a beta version, this edition is pretty solid as far as I'm concerned, as you get to explore several decks of a Malon facility (doesn't quite feel like a ship to me), including the bridge, a waste-pumping room, cargo bay and endless access tunnels. Of course, the basic map itself is nothing new, but it now has features such as a working RPG-X turbolift and control panels that have various functions, adding to the playability. Good stuff, once again from this developer. Is that all the Scavenger areas done now? I mean, no need to do the Klingon area, cos thats been used to death in other maps. But anyway. ;) ~ Luke20 ("The Tenth Doctor").
Pat has taken the stock EF map and improved on it by adding usable consoles and new areas for the purposes of roleplay. Although the Hirogen area was tiny, there are still a few areas to explore, including a clear bridge area, complete with dead alien corpses and consoles that fire weapons, a cargo area by way of a lift, leading to (textureless) crates and more weapons, and even a "loft" area that you can climb onto and view the top deck from above. This could be an almost perfect small Hirogen or "generic alien" ship (or station) in roleplays, and worth a download on that basis. ~ Luke20 ("The Tenth Doctor").
the Scavengerstation.[/quote] [b]Pat_DH[/b] has released his new map, [b]Scav-Pro[/b], a playable version of the Terran Empire Scavenger Base areas from original Elite Force. Although it may initially seem to be an RPG-X port of some stock SP maps with the odd new feature, this is much more than that. Aside from the fact that many maps have had to be compressed into one, the developer has merged them together well, and added even more rooms and areas to give the environment more of a roleplay feel - new crew quarters, corridors, etc. The cargo bay is one of my favourite rooms: gone is the big gap between the Terran and Malon sections, but there is now a nice crate trolly that you can activate from the control box. The bridge areas have now been shoved into a tiny control room and engineering is even more decrepid than when we last saw it: I can sort of imagine this being what the Scav base was like following Munro's rampage through it during Elite Force. As with some of this developer's previous work, there are a few missing textures and missing edges of walls looking out into the void, but aside from that, this is a very solid map, and I'm impressed. I'd like to see the Malon and Hirogen Scavenger areas done like this next. A download must if you are an RPG-X player. ~ Luke20 ("The Tenth Doctor")
coming. Much like a greek or southern Italian village, this features some truly magnificent meditteranean styled walls (mosaic), windows, archways, pools of aqua coloured water and alleyways. The map is a blend of tight corners, small unassuming alleyways and high rising arches making combat very interesting and surprisingly tough. It feels like the Romans could come around the corner at any moment, the map is that impressive. Lighting, design and textures even the details on the brickwork are all magnificent it haas to be a professional job ;) Health pickups, weapons and armour is well spread throughout the map so no worries on that front. I simply love this map, If I could I would relocate to live there, alas I don't have enough money to turn myself into a virtual intelligence. - [b]IKS[/b]
so not included in the ship. Have fun with it. [b]Notes[/b]: [*]This is an RPG-Map, for optimal gameplay play it with the RPG-X Mod. [*]You need to have the "Strp-dallas" installed. Please delete the "dh_rpg_klingonship", there will be a compatible Update soon. :) [*]You should preferably run this map in fullscreen, otherwise some Textures will look strange. [*]If there are Security doors, then you can open them by activating the yellow indicator. :) A decent map, fits in well with the theme and ambience of the striken U.S.S. Dallas!
conversion from Salinga. Capture the Karin features two large compounds in a artic environment. It has the run of the mill CTF design, two almost identical opposing bases but the texture quality and the lighting is top quality. The map design is also impressive, with large angled rooms and mazing corridors. The map also contains peripheral bridges and gangways which are a neat touch. [b]Note[/b]: On default model register error it is recommended to play this map with ioEF. Another superb map, definitely grab this one! - [b]IKS[/b]
lighting could be said to be overkill, especially all the colours and tones of rust red but somehow the textures and the design make it suit fine. The monotone appearance of the map makes it slightly difficult to make out all the little turns and corners in the map making combat a tad bit difficult but that is a good thing. The graffiti and walled images are a cool touch and give the map a more aggressive, angsty and anarchic vibe which fits in very well with the nefarious red-ish atmosphere of the map. Power and weapon pickups are located along the gang ways and ramps leading to corridors. It is suitable for multiple gametypes so it's definitely worth grabbing this map. Another quality map from Salinga - [b]IKS[/b]
Gameplay is designed for "fun". You can find here many useful kitchen "things" - applicances, food, beverages and the odd accessory such as the battery radio... The map is enhanced with many environmental sounds (check the door, because someone wants to come in ;-). This map has many little secrets (hidden rooms and buttons), so check them out. This is simply a wonderful map - just like those cheesy disney movies where someone gets shrunk and roams the household this is actually pretty fun. Roam the countertop of a kitchen, use the Guinness beer maps as a vantage point, hide behind the Polish beer bottles or if you are feeling peckish you can drop into the microwave to have a shoot out over melted cheese and pepperoni. It is a large enough map with fine detail put into every corner of it. The textures are top notch and it is definitely a surreal experience fighting against Klingons to control a kitchen. There is really not much to say other than this is a definite download. - [b]IKS[/b]
design is in the style of two bases on a type of narrow desert island, except set in space. There is a pool of water and palm trees at the centre of the map, and each base is protected by crystal walls and a maze that has to be navigated. The mapping is decent, the textures have been well chosen, although the custom texture (which I assume to be the palm tree leaves) does not show up. I would suggest to FreakFish that he now attempts to improve his abilities and learns how to use shaders, which have been lacking in his creations. Still great stuff here, though! [quote]kind regards to midget, this is specially for you! v2 may be coming soon if i can get round to that. will include a midget house that nobody can fit in![/quote] FreakFish is just totally nuts. Download if you are into more... wacky HM maps! ~ Luke20 (The Tenth Doctor).
1. this is only version 1.0 , there should be more releases out soon. Give my credit to Phenix for his original hard work. Uhrm... Well, this map has... Five rooms... I could only access three of them however, which i assume were the Cargo Bay, Engineering, and whichever room has the Stargate in it =/, none of the rooms are interlinked, and all of the walls use the holodeck texture, you can walk through... Everything, with the exception of the cargo stand things. There are no shaders, the warp core is missing textures and... If you go through the Stargate, your stuck there, there is an invisible wall blocking your progress through, and the other side bounces you forward (Although kudos, it does remind me of the stargate travel animation from the first few series of SG1) All in all, not a brilliant map here, but a good start toward a mapping career, make use of any tutorials and be sure to ask other mappers for advice, and for the next release, please make the rooms linked at least, and use other textures, there are plenty out there. =) An interesting start, but in dire need of improvement. But don't be disheartened, i'm sure most of the mapping greats started off with similar constructions, and this map is good for a bit of fun just watching the gate dial. - jamesamey (Robertson/Vanguard)
so of course it's not very big. ;) It's built with parts of the klingon section of the Scavengerbase, there are some functions included, you can lock the bridge e.g. It's an RPG-map, small, but usable I hope. Have fun. :)[/quote] That pretty much sums up this map. Its rather good, though, if a bit small. There are two areas, the planet's surface, which contains debris from the aformentioned crash and a passage leading to the second area, the surviving parts of the Klingon ship. Whilst the rooms are nothing more than ripped areas from the original Scavenger levels, I don't think this really matters in the end. This RP map is a good start, there are no obvious bugs, it is just small. ~ Luke20 (The Tenth Doctor).
seperated by lava. Both have a watch tower, but aside from that just some powerups. There are two ways across to the enemy base: either climb up to the top of the walls and run over, or you can use two speedboat-style barges that you run onto and activate to speed across to the enemy base. They are very fast and can quickly take defenders by surprise. If you dare to dive into the lava under the bridge, a couple of metaphasic shields are waiting which will protect you from the lava and give you the opportunity to explore some hidden areas, which contain powerups. The problem with this map is, you get very bored, very quickly. The repetative texture is enough to drive you mad after five minutes, and the mapping has little in the way of interest, except of course, for the two speedboats which is something a little different. I like. :) "Speedboats" is not a bad map, but its too plain and simple. I'd suggest to the mapper that he bring out a new version with a few more features and areas of interest. Oh, and move the flag posts to somewhere more interesting. Download if you have a fondness for lava. :D ~ Luke20 (The Tenth Doctor)
subway station. The sheer strength of the colour in each station is distracting making combat difficult but is not so bad when a target comes into your line of site as they will stand out against the mono-coloured map. Down in the station there is very little lighting making it hard to spot things from time to time. Outside the station on the topside of the map things look a little less strange with a nice skybox background, the same colour scheme and alot of nooks and crannies to hide or obscure yourself with including crate boxes and little cul-de-sac/alleyways. There are two trains running in parallel along this pretty big map, one as an underground metro and one as an overground metro. The underground tram is much more fun, as it is poorly light and jumping onto it while moving is a good laugh. The overground tram is slightly less fun but hoping on to the side of it and sniping while moving is fun - technically its not camping since you are moving :p. Though alot of people are not a fan of CTF maps this, even though spartan in its design, is a really fun map to fight people on. Though the textures should be updated in a future version to look more realistic. Definitely worth checking out. - [b]IKS[/b]
to rectify this. Please note the requirements to get this map fully functional in your game. [list][b]Requirements[/b]: [*] RPG-X 2.X [*] USS Ariana [*] USS Enterprise-E (V1) [*] USS Poseidon-A [/list] It is definitely an improvement over 1.0 but still needs some work to get it realize its full potential. - [b]IKS[/b]
ain't that far apart) to get around. Even if you do fall off the platforms, however, a handy transporter beams you back up. There are no weapons, but an abundance of hyposprays for some reason. No bot support. This is what the author wrote: [quote]Ok, this is truely a crapmap. i built it in 5 minutes and to be honest, im not proud of it. at the moment im quite annoyed with it but i will learn to love my creation eventually. Primarily made for crap assimilation matches and various other cheesy gametypes that simpletons enjoy with a hypospray =)[/quote] This map is utterly appalling. Its useless, basicly. And since I doubt very much that online servers will run it, only download if you want a cheap laugh, and at the price of... well... free, this map is very cheap indeed. ~ Luke20 (The Tenth Doctor).
weapons and powerups scattered around. We got the typical metal textures and loads of jump-pads, plus a transporter. This isn't anything unique, and a little dark in some places, but worth a download if you are a fan of smaller maps. ~ Luke20 (The Tenth Doctor).
angles, corners and ledges making combat that much more difficult and provide the most cover from fire, though the lack of any other map objects such as containers and storage cylinders means cover is limited at best. The map's appearance is cool. It has a reddish dusty ambience of a post apocalyptic scene, hence the "rust" in the title. The rusty metal textures also fit into the map's overall appearance well, with the rustic metal wall plates and the nuts & bolt fixtures giving an industrial feel to the map. However not sure about the rust coloured stainless steel grates on the floor, kinda defeats the purpose of stainless steel :p though that is not a big issue. The utility pickups and weapons are spread out nicely through the map but are placed in areas close to the edge of ledges, or in open areas where you can be sniped at easily from above. One such pickup spot even has a hole in the ground which can catch you out if you are concentrating on other things. Overall its a pretty good map, and enjoyable at that. Definitely worth checking out! - [b]IKS[/b]
such fine maps as Station Modas and USS Ariana. Does this version of USS Washington continue the trend? Short answer: No. The Washington is a fairly sizable Luna-class starship (as seen in the Star Trek: Titan novels) which has all the usual areas you would expect in a roleplaying map; the bridge, sickbay, engineering, as well as countless rooms that have... well... just computer screens and tables. This map is science lab heaven, although the problem is that none of the controls in these rooms actually do anything, no special features or even bleeps. Elsewhere is better, though. The main rooms have all the usual features and the layout of the decks is excellent, especially Deck 1, which is expanded beyond just simply a bridge and ready room. The shuttlebay was the biggest disapointment, map-wise, with its lazy design and poorly operated lift. On a technical side, missing textures can be a huge problem if you don't have all the required maps (and more) in your BaseEF. Even with everything the readme asks for, there are still several blank textures. The mapping quality itself wasn't a problem, although on the Engineering deck, there were multiple cases of doors lacking an upper frame, resulting in the skybox being seen. Even the textures themselves are nothing new and give you that nostalgic Poseidon-A feel (thats not a good thing). You may start to think that I'm having a bad day and I'm taking it out on this poor file, but I was expecting something of better quality. This may only be a beta, however. To be fair to the mapper, the ship and the design isn't all that bad and if you get the textures sorted, you could have excellent roleplays on this map. With some more development and perhaps some more features, this map could be really good, but the stage it is at feels lacking. Feels like a Beta, not a proper release. Of course, whatever the quality, this is a must for roleplayers! ~ Luke20 (The Tenth Doctor)
Read the author's description: [quote]This is a small map with pinball in mind, so there are some forcefields around the map for to knock-back a player in to. It is also designed for some fast paced FFA matches, recommend turning knockback up in FFA.[/quote] Thats about as much as can be said... oh and don't be afraid to dive into the lava. What you find at the bottom is well worth the damage that you take! ~ Luke20 (The Tenth Doctor)
traditional Red Base / Blue Base set-up, the map is designed so that one team plays as Federation invaders, and the opposing team plays as Borg defenders. The setting is a Borg sphere that reminds me of EF2's initial SP mission. The object of the invading team is to reach the core of the Sphere which contains... you guessed it... a vinculum, and below it, a massive detpack. 'Using' this detpack sets off a thirty second countdown to the Sphere's destruction, and this is where it gets really interesting: when the countdown begins, the Borg Queen appears on massive holographic screens and she is not happy. The attacking team must retreat back to a shuttlecraft (that is waiting a safe distance away in space) before detonation. Finding some transport pattern enhancers in a Borg corridor and activating all three will beam you (and anyone inside the field) to the shuttle, where at the conclusion of the countdown, the Sphere will explode and you will be auto-piloted to safety. Pretty neat, huh? Of course, at any time during the mission, you can beam to this shuttle and take advantage of its powerups, or even co-ordinate your teammates from it's consoles. The big surprise once you have destroyed the Borg Sphere? The enviroment around you fades into holodeck gridlines with a door you can step through to reach a bizare deck of a Federation starship, complete with crew cabin, cargo bay (with working transporters) and a relaxation space. Fancy playing the Borg mission again? Just walk back to the holodeck and wait for the program to reload. And again, as with the map's other sections, at a certain spot in a Borg wall, you can 'call' the arch and step into the corridor at any time during the mission to collect powerups (including an interesting use of the replicator in the cabin). This entire HM experience smacks of SP, which is no bad thing in my opinion. It makes the whole thing a lot more interesting and it is obvious that a huge amount of effort has been put into this file (Look at the readme for more information on the features). The only problems with this map are some blocky mapping and lack of bot support, although I doubt the latter would be practical here. I both endorse and recommend download of this file. Now. Seriously. ~ Luke20 (The Tenth Doctor)
first vertical tube, then up some more to get to a door that is locked. You must go to the top and over and around to get to the unlocking room (use noclip if you can't find it). After that is unlocked, enter it to unlock another door. Now go all the way down to the bottom level and continue around to another vertical shaft. There is a room at the top that unlocks another door. Continue this way. You will hit an autosave and come to an elevator. In the upper level, just find your way around to the red forcefield. You can deactivate it by hitting the "use" key. There are no locked doors. There are buttons near the doors for you to open. One such button is located on the other side of some pipes, so you have to open it and hurry around to go through. The turbolift (blue inside) is the exit, and the end of this map as it currently stands. For fun, you can shoot at the power reactors and see what happens. There are no enemies (that attack).
"Rage" is a small map for I would think ten players or less. It has a very industrial feel, as have many of Salinga's Q3A conversions, and for some reason has spinning gears everywhere, on the floor and on the walls. The map is dark in some places (something not helped by the metal textures) so it can be hard to find your way around, although the corridors are narrow, and turning a corner can often lead to you bumping into a hostile, making for some decent close-quarters combat. The weapons are all out in the open, but I feel the placement of something like the Arc Welder should have been reconsidered, as it is right next to a spawn point. There are no special items on the map, save for a regeneration powerup at the highest point of the multi-level map. Overall, I was decidely underwealmed by this map, as it really doesn't have anything very unique or interesting. However if you are a fan of small, close-quarter Solomatches, this is certainly something for you. ~ Luke20 (The Tenth Doctor)
The map is set in a cavern with a sandstone-type rock appearance. The map which reminds me of one or two Halo maps is actually really cool with sprouts of foilage and vegetation though none of which provides adequate cover should your camping/sniping skills need testing. Through the rockfaces there are several tunnels leading to large empty rooms connecting the tunnels. There are varius pools and little waterfalls lying around the place but tactically they are of no value but they make some decent eye candy and add to the whole feel of the map. Weapons and pickups are spread around the map and there are little to no obstacles in the way so combat is clean and fast. It is impressive and is definitely unique for Elite Force so definitely try this baby out!
At least thats the vague feeling I get from this new version. For a long winded review of the previous version and how NUTS it is, have a click [url="http://eliteforce2.filefront.com/file/Fish_Story;96847"]here[/url]. This new release (making very slightly more sense) contains three new levels, taking the story beyond the "escape from Imperials" stage, showing how your character proceeds through an alien shop and bar that seems riddled with bugs, Klingon pirates, and perhaps most bizare: a Reaver / Harvester / Etherian band. "Forge Rockers" would be a good name for them! :p Alright that sucked. Anyway, after getting through the interior building stage (which contains some very good puzzles, surprisingly), the final level takes place in space with you attempting to defend yourself and your new naval-like ship from pirate Klingons and some Hirogen with pulse disruptors. How are you and the ridgeheads breathing, you might ask? Who knows? Not a lot else about this mod seems to make sense either, but its still great fun. Sadly, after you kill the last hostile, the mission ends... by... um... not ending at all. A "map cannot be found" error appears and thats it. Fin. Whilst you may find yourself using the Scavenger Rifle more often than not due to an almost endless supply of Klingon ammo, health is once again a problem in some stages. There isn't enough of it, and with the vast numbers of Klingons you face, it can prove difficult to get from heath terminal to health terminal without getting killed. The map design is generally good, but the texture usage is a bit hard on the eyes at times. The voiceovers are as funny as ever, and its obvious that a lot of effort has been put into this. My suggestion to Freak Fish is now to improve what levels are already here: fine tuning them some more slightly in terms of brushes and hostiles. He is already working on a sixth level, and I look forward to it! Generally, however, this is a moderate improvement on the first version. If you are a fan of the first release, this is the next big thing for you. ~ Luke20 (The Tenth Doctor)
of space with a ton of weapons, ammo and... well... empty space. That is until you step onto a magic grey stone at which point a LOAD of Gunship Robots appear and charge towards you. Random much? Anyway, there are three levels of this shooting, with increasing difficulty. Each level loads after the last which is great for you keeping leftover ammo, but deadly if you take much damage because this mission has NO health powerups. At least none I could see, and by the time you get onto the "hard" level, with around fifty of the massive defence-robots charging at you, a couple of hits can finish you off. The whole thing is hideously unbalanced, but there is a technique where you simply run in circles around the arena, blasting at the bots every second. The hostiles don't anticipate at all, and you can keep them running until they are all gone. Finishing all three robot levels will grant you access to a rather horrible bonus level where instead of robots, you fight about a hundred screeching vermin bugs, all of them crawling after you like Replicators crawl in masses in Stargate SG-1. Easy to kill, though. Its all good fun, but we've had enough of these types of missions now. I'd suggest to Freak Fish that he continue work on "Fish Story" or any other missions that don't involve mindless killing, as thats what a lot of people would rather see. Not bad for what it is, though, this file. Give it a try. :) ~ Luke20 (The Tenth Doctor)
mission I hear you ask? Well, much like Freak Fish's last SP outing, I ain't got a clue. You beam in, shoot some Borg, and... then the classic ending: "It was only a simulation" and you find yourself in one of the original story-mode levels. Very odd. As for the mission itself, the map has been adapted from one of the stock HM Borg levels, although the lighting its truly appalling. Nevermind that, though! You get to kill Borg! Yay! The first spawn point is a little odd, I found, as you have to jump very carefully to avoid falling down a whole floor, taking damage. From then on, the positioning of the Borg beam-in points was well made, and they are in just the right number per encounter, although the drones that beam into the upper level walk towards you and not seeing the gap between walkways, they simply drop onto the group, which I thought was terribly amusing. You begin with only a phaser (which the drones have already adapted to), and a compression rifle. If you can, I'd recommend using secondary fire and using it sparingly. There is an I-MOD hanging around on the upper level of the main chamber, and once you have that, you are sorted. Kill around 25 of the drones and you win! Hurrah! All in all, a good HM map adaption. Am I the only one that is freaked out by the original Borg...? ~ Luke20 (The Tenth Doctor)
Its the 3rd update for Crapjet, this map has many more things than the orginal two, and there also more secrets so be on the lookout for them ;) The map is recommended for assimilation mode. I couldn't really see how this differs from the [url="http://eliteforce2.filefront.com/file/Crap_Maps_Pack;15208"]original[/url] or the [url="http://eliteforce2.filefront.com/file/Crud_Jet;56707"]second version[/url] but it is a fun map to play one. Hopping on to a jet an snipping the people below is fun but the appearance of the map leaves alot to be desired. Much more work is needed to better this. Not a bad map though. - [b]IKS[/b]
SP, so uninstall RPG-X for a bit if you want to play this. My initial reaction to the entire thing, was, to be honest "WTF?". You begin the first level in a Starfleet corridor armed with a phaser and compression rifle facing an Imperial. Until you kill him, you can't move, so get that over and done with before spinning around to see another Imperial guard beam in and proclaim "YOU KILLED THE CAPTAIN!". He will then shoot you, and you begin your mission to... um... well, I don't know. Apparently, this mission has a purpose, but there is no information about the background of the plot, nor do the hilarious voiceovers give too much away beyond objectives. You sort of just... follow the corridors and hope you know where you are going. There are a few hallways to pass through before you reach a large shuttlebay with a ship landed inside. Now, if you have even made it past the first few corridors worth of troops, your health will be lowish, so eliminating all the hostiles in this room (which include random Chaotica Guards) may take several attempts. Once they are gone, you can hit a button and the ship takes off into space (quite cool actually), and the voiceover gives you a new objective: "Get to the transporter room if you want to live". On cue, another dozen Imperials march from a door and you must fight through them to reach the Transporter where, for some reason, a single Borg is waiting, who has already adapted to half your weapons. All you really need to do is jump into the actual transport chamber and the next level loads, which is totally different. The second level is shorter and set on a planet with a temple, where for the first (and only) time in the mission, you get health and weapon powerups. The voiceover tells you "Kill everyone and you win", and the enemies are, at first, around twenty Reaver-like creatures which won't stray up to the top of the temple, so its easy to pick them off, and then, another few Imperials beam in. Sadly, once this has come to an end, the map doesn't finish. You have to exit through the menu. 'Why the long walkthrough' I hear you ask? Because this mission and this file is utterly nuts, but at the same time, it is very very funny. Its a "wonderful combination of comedy, offensive language and lots of excessive gunfire", and needs to be experienced. The custom sound files and speech ("Oh no! You killed me!" is my favourite), whilst not recorded professionally by any means, adds to playing the levels, and the level design is actually rather good and logical. [b]Freak Fish[/b] has created an enjoyable, if short, little mission here, and in this era of solid RPG maps and mods, its nice to see some single player action. I hope to see more from this mapper :D ~ Luke20 (The Tenth Doctor) Video Review by
aircraft carrier each on opposing ends. The map contains so great animation too with a few fighter planes and helicopters flying overhead and a small ship (what looks like a barge or small frigate) going to the dock and back constantly. The map is very well laid out and there are two ways of travel between the aircraft carriers. One is to drop into the water and use the ladders on the side of the hulls to mount the ships though this leaves you open to basically any type of attack and is not recommended. The other is to hop on to one of the fighter jets or Helicopters and travel to the other ship though this can be seen a mile off and your enemies can wait in ambush. Its a highly entertaining map to play on but other than the slight mute point of lack of decent textures it is a very well designed and implemented map. Definitely check this one out!
map now includes better texturing of the platforms including a more noticable coloured line on the sides of the platforms making the areas much more noticable. There are more hypos on the map too and bot support is enabled. The jump pad on the platform under the flag in the previous version has been removed and a new ramp has replaced it which is a welcome change making flag capturing much easier. Also a screen above the centre of the map which shows Elite Force much like a basketball scoreboard or indeed the map screens in Quake III. Overall its a solid improvement and worth checking out
other (same structre as [i]ctf_voy1[/i]) with a bit of middleground in between acting as a weapons cache (like all good ctf maps). The map is surrounded by a pit of lava which makes the old jump and shoot tactic a bit risky around the fringes. The map is extremely dark, which in my opinion makes combat much much better as it makes it harder to see enemies moving especially with the speed players move at in Elite Force. Also Klingons are not big fans of bright lights so the lighting fits perfectly for the atmosphere of a Klingon map. The item placement is good, there is a nice assortment of weaponry and utility items scattered across the map. Just like in [i]ctf_voy1[/i], transport to the upper levels of the base is done via transporters on the ground level in and around the base. There are 5 levels (including a base level) to each base. The bases look pretty sweet with cool Klingon banner and logo designs especially the glowing Klingon logo on the ground in front of each base (the coloured flames in the torches are a crafty touch too) I've taken the liberty of taking a few minor screenshots for it myself as I think one screenshot is not enough, so check them out even though they are not that special. Overall this is a cool map though there is one minor bug, the bot compiling won't work but this map is worth downloading a playing via multiplayer against other players to really test your combat skills.
even the ship's exterior are all vastly improved over the original. Inside the ship the interior is top notch. The Spartan appearance of the corridors and interior design really suits the dy100 and makes it feel eerie, of course a deserted ship is an eerie one, but this really made me feel jumpy (maybe its the creepy music on top of that too). The lighting is fantastic and the consoles, which can be used in some instances means its great for roleplaying. The Ironboy shuttle is also included but it is a really small enclosed area underneath the ship which doesn't really require much exploration :p but is a nice addon to the overall map. Overall this is a superb map with proof of the attention to detail all over the ship, from the bridge down to the engineering section. If you select the map as an observer/spectator you can really get to see the exterior of the ship which actually reminds me of the Dy-100 that appeared in TOS: Space Seed. The full changelog from the previous version is listed below: [*] RPG-X2 compatible [*] More interactive environement [*] New area in the ship [*] Single pk3 [*] Retextured [*] Enhance Brushwork [*] New sounds [*] New music Definitely a mod you have to download and check out.
the most important weapons are there on the platforms in the middle of the bases. Like GreenKiller's previous map this one also utilizes jump pads also to tranverse across the map. Whether its intentional or not, there is a jump pad right below the flag on the platform underneath so when you grab the oppositions flag make sure to not jump down straight off the platform onto the jump pad below or you'll come straight back up. I got caught a few times with this little feature and it does make capturing the flag very difficult. There are more platforms in this map then GreenKiller's previous map making it more difficult to get across the map, but again the pads mean faster and way more chaotic gameplay. Overall its an enjoyable map, especially for 8 players playing CTF!
(photon launcher). Also the clear view of all platforms means you can easily spot your flag when taken. There are three transporter pads on the main platform to the front of each flag base, each transporter leading to either the upper level of the base or one of the middle ground platforms, though to get off those pads you need to use the boosters/jump launchpads. I like the booster/Jump launchpads, which boost you from platform to platform making movement hectic and its fun catching an enemy in mid flight while boosting. As for the weapons, you can only reach the regen with a booster/jump pad and on top of each base is the Dreadnought Weapon. The map is designed for fast paced smash and grab, so you need to be a quick mover. Suggest playing with 10 people to maximize the chaoticness of the gameplay. Overall a pretty decent map.
consists of 12 platforms. The bases consists of three platforms, in the middle of the map are four, Two of them are little houses for snipers and on the sides are two more platforms. Once inside, CTF_Weltraum (which by the way, means [i]'space'[/i]) will yield several weapons to make your objective, which is to win, a little easier! these weapons are the IMOD, Tetryon Pulse Disruptor and the Quantum Burst and there are four big hypos. The potential for some serious action is high , all thats needed is you and three to five friends! there is no bot support contained in this download at this time, and is mainly intended for the CTF gammemode, but will also support Deathmatch and Team Deathmatch. Refer to the readme for more information.
avoid the happy spawn land! This map is set in four main structures: blue, green, red and yellow. Blue and red are identical as are green and yellow. What's unique and fun about FS Celeg is that the way the ramps and levels are situated, you will have to constantly be moving to avoid being blasted into pieces...this also adds to the challenge, as trying to zap something while you're moving is difficult! There are no structures available that you can use as cover, however, if you're lucky enough to make it to the high ground, you can have yourself a slight advantage over your adversaries. Refer to the readme for more information.
very...unique. Essentially, FS Slide is a fun map with two large ramps going up either side, there are also launch pads in the middle and paths going across with a gap in the middle. You will need to keep your wits about yourself if you want to survive this [i]Capture the Flag[/i] adventure.If you think you have what it takes to walk away with bragging rights, then all that's left to do is locate the download link and put it to good use! Refer to the readme for more information.
to dispose of the enemy team in such a fashion that you will continue to carry on the battle. FS Klingon 1 comes complete with four levels of action, which can quickly become intense when you add the right amount of players with the right amount of persistence. Included in this download are four elevators to the flag level along with a middle level between the flag levels and the roof with ladders into the flag rooms. If you get bored roaming around there, feel free to head down to the basement and and see what kind of trouble can be caused there... Refer to the readme for more information.
community to enjoy! There is a fragging good time for you and some of your friends that are just waiting to go head-to-head with this download! Map for Rota will keep you on your toes from the moment that you spawn; With the wide open spaces of the multiple-levels, you will be hard pressed to find anything that will offer anything in the way of cover, so you will need to be quick with the dodging and weaving...and even quicker with the trigger if you want to be the one that walks away with bragging rights! Weapons are not an issue here, as they can be found almost anywheres. You won't have much opportunity to admire the detail in this map, but, as you're running for your life, have a glance around...it is very well made and the amount of work, and attention to the cyber-space atmosphere is evident throughout! Refer to the readme for more information.
got his hands on it, and after decompiling it, doing his thing and releasing it to the masses...our very own Lt. Cmdr. Salinga got hold of it and converted it for your [i][b]Elite Force[/b][/i] gaming pleasure! This is a n awesome map with some equally awesome structures! When I first got into this map, my initial thought was [i]Conan with a phaser?[/i] The concept of this CTF map (which will also support TDM, FFA and Solomatch) right up there with sliced bread and soft toilet paper...once you have (played) it, you don't know how you would do without it! (OK, so maybe it's not important of a concept, but it is sweet, and we have Salinga to thank for the conversion :) ) The whole look of this map is that it is all rock, which is reminiscent of castles and stone bridges as well as other structures...which is where the 'Conan' statement came from, for those that had a little difficulty connecting the dots ;P Another cool idea is that the flag rooms beside each other which changes the gameplay, it's more aggressive and less defensive. Refer to the readme for more information.
to a location that will have you thinking you are stuck in a futuristic Japanese downtown district...at least, this was the impression I got when I first saw all the neon...Rush To The Disco is a fun Deathmatch game that you and your on-line friends can get together on and fight it out for supremacy in this multi-leveled maze of fun! Getting from one level to another is a simple task as all you need to do is locate, and head for the Arrows that are pointing, conveniently enough, up; So, to make a fast getaway, or to take a moment to catch your breath, search one of these out. The jump pads and teleporters are placed throughout the map, so the chances of being boxed in are slim. Refer to the readme for additional information.
to you today is that he has only found it recently. This download is a reasonably canon (in places) representation of the Atlantis gateroom and it can be played online, however, some of the features (such as: iris and some doors) will only work is the Single Player mode. Atlantis Gateroom [Incomplete] is a fun map to play, and is well worth the price of a free download! =D Refer to the readme for additional information.
suggests; this file is a Borg themed modification for the second VOY Capture the Flag map. Again, an interesting change from the original and definitely worth checking out. See the readme for installation instructions. ~AdmiralHocking
below, this retexture gives the area a Klingon make over. Overall an interesting change and definitely worth taking a look at. See the readme for installation instructions. ~AdmiralHocking
Weighted Companion Cube appears in the video game previously mentioned, outside the game itself; the Cube has become somewhat of a popular icon along with the phrase 'The Cake is a Lie.' So for any Portal fans, this will most likely be appreciated. Who knows, you may even come across one in a map at some point.. See the readme for further information and installation instructions. ~AdmiralHocking
another. Making the map quite a bit more symmetrical and definitely something nicer to look at; kln3 is a fantastic revival for a classic map and is bound to be something you might enjoy. See the readme for installation instructions. ~AdmiralHocking
themselves. Downloading and installing this file, will mean that you can now see where other players are, in addition to being able to beam to these entities while in an admin class. For those that regularly play on any of these maps; this file means no more running around the ship, tricorder in hand, trying to locate a particular individual or individuals. On the other hand though, you'll often find when beaming to these locations that you end up facing a wall or, as I found in one instance, inside the ceiling. This however, will not affect most players - as the ability to beam around the place is admin restricted. See the readme for a list of maps this works with and installation instructions. ~AdmiralHocking [i]Also note that for this to work - the sever you are playing on must also have it installed.[/i]
be one of the first Warp capable vessels if I am correct) with various small areas surrounding the vessel. The map is made to represent an old colony on Mars; hence the name 'Red Planet'. It is a bit confusing finding your way around the map, though it is still a quality map nevertheless. Like the first of the series (Red Planet Homeworld); Red Planet Dead Zone is designed for: Capture The Flag, Free For All, and Team Death Match. So what are you waiting for? download Red Planet Dead Zone and give it a try! - Stuka94 (Hummel)
Homeword is a fairly large map consisting of several smaller units and is based around the expected appearance of the 'Red Planet.' Personally I found this a little confusing to navigate, however that didn't make it any less fun and the feel of originality also adds to the enjoyment of exploring the map. Designed for Capture the Flag, Free for All and Team Deathmatch; Red Planet Homeworld is a quality map which is no doubt the first in another great series. See the readme for further information and installation instructions. ~AdmiralHocking
I found quite interesting and balanced. It has a top level and a bottom level, both with portals leading to the opposite level. In the center of the map there is a pit (not a bottomless one) which is probably the most open part of the map, considering the best way to victory with this would probably be stealth. Overall it is small but quite nice and would recommend downloading it for a good 1 vs 1 challenge. ;) Refer to the readme for more information and instructions. -Stuka94 (Hummel)
run through, as well as various places for cover and hiding, it is a bit closed as well as open depending on how you see it. I quite liked the various amount of doorways levels it had myself. It is a good map for a small group of people to have a match on, or if you and another person want to have a head-to-head match with each other. Overall I very much like it and recommend it to anyone. Download it and give it a go. ;) Refer to the readme for more information and instructions. -Stuka94 (Hummel)
village - possibly comparable to Maquis Colonies in Star Trek Deep Space Nine. Nicely sized and with an interesting potential towards gameplay. Sunset Isle comes as a recommended download and is most definitely a worthy addition to your map collection. See the readme for further information and installation instructions. ~AdmiralHocking
platform. Containing well placed weapons and a surprisingly enjoyable layout, CTF Simple is a fairly small map that looks set to be quite enjoyable. See the readme for slightly more information. ~AdmiralHocking
this has been made as a test experiment for NPCs and scripting ability. So, for those that enjoy experimental work then this is a download your going to be wanting. Check out the readme for a little bit more information. ~AdmiralHocking
defence units that you could sit in and pick off your targets from relative safety. With some pretty interesting lighting and a relatively unique design, gyro is a reasonable map that could be quite enjoyable for strafe jumpers. See the readme for a little more information and installation instructions. ~AdmiralHocking
small map which contains buildings that very much resemble Military outposts of a few years ago. These include a shower block, toilets, barracks and an administrative building - the latter not to be confused with Server administration. While not a starship or feeling much like a Federation area - this map could definitely come in useful for RPs which involve away missions. See the readme for a little bit more information. ~AdmiralHocking [b]Warning: This map causes a corrupt JPG error on multiple maps.[/b]
Station - this map very much reminds me of [i]Stargate: Atlantis[/i], maybe be even a little more so than the former. Again however, this is a nicely sized map and is a great send off to what has been an extremely enjoyable series of maps - that will no doubt be missed. For those of you that have enjoyed this series, this is a must have! See the readme for further information and installation instructions. ~AdmiralHocking
and with a few different vantage points - this map marks the end of a significant battle in the back-story for Colony Wars and most definitely doesn\'t disappoint in terms of playability. As with previous maps in the series, download and check it out! See the readme for further information and installation instructions. ~AdmiralHocking
good and interesting design, but it feels a bit too familiar and cramped for more than 2 or 3 players. There is, however, a nice \"starfield\" transporter that looks like a window gone mad, but actually takes you to another location the other side of the map! Worth a download if you like 1v1, but I can\'t see many people playing this. ~ Luke20 (The Tenth Doctor)
difference I noticed was the shuttle embedded into the wall has been removed - as well as a force-field covering the main entrance. Personally I couldn\'t work out how to get in so just nocliped to the centre of the court yard - although I may not have looked hard enough for the second entrance. Other than the addition of a replicator and the force-field I already mentioned, I didn\'t really notice anything all that different - however the readme does state there are numerous hidden doors that lead around the map. HTRP Fortress has been created for the Hazard Team Roleplay, so undoubtedly will make more sense to it\'s members. See the readme for further information and installation instructions. ~AdmiralHocking
a sky of fire. For a HM level, its pretty standard in terms of structure, but has a nice new set of textures with lighter greys and lots of yellow and black warning strips. What really gives this map an added bonus is bot support, something that many recent maps have lacked. The previously mentioned sky of fire is a good effect and you certainly get a feel that its HOT on this map! I\'ve had a friend over this afternoon helping me review the file and we\'ve played through some 10 frag limit FFA matches, both agreeing that its a good level to play if you want a slightly easier and less intense fragfest. We also think that there is a certain \"Half Life\" feel to it. Very much worth a download if you like playing bots and want some fresh level design. ~ Luke20 (The Tenth Doctor) & Peter (The Tenth Meh)
somewhat of the Attrexian station in Elite Force Two, despite the only similarity being the colours used. [quote] Day of Decision! The war between the \"Earth Alliance Navy\" and the \"League of Free Worlds\" has its height. The League takes this directly to the earth with a large armed force. The Navy could their ships in time to mobilize against it, it is 1 to 1. This battle will decide about the war ... [/quote] A nice little bit of a back story there, as with other Colony Wars maps - be sure to download and check it out. See the readme for further information and installation instructions. ~AdmiralHocking
from Star Wars, on the exterior - Last Warship continues with the theme of using familiar designs as a base for the final product. Being a fairly sized map, Last Warship also includes the ability to launch a shuttle, fire weapons systems and of course have good fun while playing. This looks set to be an interesting and fun map which is definitely download worthy. Check out the readme for further information and installation instructions. ~AdmiralHocking
Navi Destroyer built, the "Kron." The map is slightly larger than usual and perhaps for the player at the beginning of something Confusing, but it will soon. It is mainly used for FFA and CTF thought ASSIM is also possible.[/quote] I'd say thats all you need to know! ;) One again, another worthy download from Sorbet, although at first a rather large and confusing map, as the quote above suggests. Due to no bot support, I would suggest that you would need a rather popular and full up server to make the most of this map, but nevertheless it is fun to explore on your own. ~Luke20 (The Tenth Doctor)
connected by two bridges floating oddly in space between two strange planets. The map has Bots_support. Bots are pretty good at any gametype in this map even CTF. It's a good "offline" map. [/quote] [b]CTF Oddcast[/b] from [b]Gigon[/b] is a good map if you are looking for bot-on-bot action, so to speak. Very slightly reminiscent of some Unreal Tournament maps, but that’s hardly a bad thing! Nice skybox and interesting design, as you can tell from the screenshots. :) ~ Luke20 (The Tenth Doctor)
which is flying \'at hyperdrive to the outer colonies\'. This map plays out much like most of the space-based DM levels that haunt Elite Force\'s Holomatch, but its something different with it\'s varied hull configurations and many hiding places. Worth a download if you are a fan of this sort of thing, although it might make a nice roleplaying map in certain RPs. You never know. Sorbet has promised more Colony War maps if these prove successful. ~ Luke20 (The Tenth Doctor)
This map has bot-support, which makes a change, although as you can imagine, bots are terribly bad at doing anything in low gravity with their terrible AI, so don\'t expect any help from them if you are going for the flag. Worth a download if you are still one of those that plays Holomatch online. ~ Luke20 (The Tenth Doctor)
theme that link them each other: They are all floaters, the first one is in the atmosphere (air), the second one is above the sea (water), and this one on a desert (earth). Also, The first one experiments a vertical way to use physics, the second one do that in an horizontal way, this one in both the way... and this is the reason why I've chosen the name "wisdom". The second part of the name "Machine" has been chosen to close the circle started with "The Birth Machine". ~Ronnie
and Team Deathmatch. As with his previous map, Freak_Fish has included all of the weapons available are well placed around the map, making for some interesting gameplay. Another interesting feature is that you can actually move the Chess Pieces, yes that\'s right, you really can! When moving the pieces forwards they will also push the shields and hyposprays on the board forwards as well. Stationary Chess Pieces can be climbed upon, which is great for your sniping player - and there are plenty of other opportunities for different play styles as well. The author notes that a lot of time went into this map, which is definitely good fun to play around with and comes as something we think you should take a look at. See the readme for further information and installation instructions. ~AdmiralHocking
even refrigeration lockers. In terms of gameplay, this is a decent map with all the usual trimmings (yeah, I’m running out of food gags already) such as well-placed weapons and powerups, although I felt that some of the areas were a little too open and empty, as well as the wall and floor textures being repetitive. Still, with bot support, it’s worth a download, so what are you waiting for? Table for one at an online server coming right up… :p ~ Luke20 (The Tenth Doctor)
UNITS - The long production time is a result of the massive problems of calculation Map! - No Bot Support. - You can see the pieces of the vessels Picon and Sacitaria fire on the Odyssey, These destroy the bridge window - The Odyssey is also protected their guns at the enemy ships and their Bridge window destroy. Have Fun Sorbet[/quote] Set in orbit of a Planet, Colony Wars Odyssey is just as interesting as the previous maps in the series and is well worth your attention if you enjoyed them. See the readme for further information and installation instructions. ~AdmiralHocking
itself contains two Pyramid structures which are the main feature of this map, despite it's name, which are separated by a small stream in the centre of the map. While fairly simple this looks set to be a lot of fun and is definitely worth checking out. See the readme for further information. ~AdmiralHocking
have alot of accidents ;) The map is CTF, team match, disi, and assimilation compatable and mods should work here also. The map has a main arena, with 7 weapons and the two hidden caves which are displayed in the screenshots provided that contain the remaining ones. The map is fast paced, with enough space to have distance fighting and long distance sniper fights with multiple weapons. There are no Hyposprays or Sheilds in the main arena to slow down combat, but there is plenty in the secrets if you need a quick recovery. Only a few textures used with great effect and most powerups are included in the map to spice things up if the game dosent finish fast enough for you. And, as a little surprise music will be playing that can be disabled by a trigger on top of the rock platform in the main arena that is placed up against the wall. The map is basically good for all people, except critics who want to tear it apart =) Towers for snipers, close quarters for more agressive people, spaces that are large enough for strafing and traps for those with no brains ;) So, enjoy and make sure to spread it around! ~Ronnie
enemy base through the use of thin multi-levelled walkways and hovering worker robots, where the risk of falling to your death is always a possibility! There are also forcefield barriers that can prevent the other team from reaching your flag, but these can be overridden if you find the right switch at the center of the map. :p Generally, I was quite impressed with this, and it is certainly something new and fun to have a match or two in, despite no bot support. :) ~ Luke20 (The Tenth Doctor)
Its a nice change of pace, and with bot support, there is fun to be had here, but it is too simple for my tastes. Download for an at least [i]unique[/i] experience. ;) ~ Luke20 (The Tenth Doctor)
located within a compound of sorts that have a couple of buildings containing powerups and pretty much the entire compliment of weapons in one place! Both bases are overlooked by a bunker that would be perfect for snipers, whilst the thick concentrations of trees are useful for sneak attacks. There is a definite "stealth-ness" to this small map. The footsteps problem appears to be sorted, so I don't hear much metal now, but the health pickups are still in short supply, however this didn't ruin the general gameplay. Well worth a download. Again. :thumbsup: ~ Luke20 (The Tenth Doctor)
on this map, mainly food preparation areas, toilets and dining halls, although there are a couple of secret areas... :D This is a tight map, with good texturing, models and layout, although it is very dark all over. It has bot support, so is well worth a download even if your an offline player or are a bit short on real life enemies! :p ~ Luke20 (The Tenth Doctor)
the map does not show up in the map list and therefore you must bring down the console to open it, which means this isn't playable for matches, not even with bots. :( It gets worse, as the texture changes inside the map are rather peculiar and even [i]missing[/i] in some cases. (For example, the shuttlebay forcefield texture is static and seems to have been drawn in MS Paint, whilst a bulkhead is just... not there near the Transporter room! :eek: ) Kaialin has made things a lot plainer in terms of the walls and floors. The lighting for the map is also far too bright in EVERY area. I did, however, like the new corridor flooring with the new florescent blue panels as normally seen in Engineering. Despite the map's obvious problems, I would encourage the mapper to continue to improve it, as they obviously are able to change textures and simply need a little more practice and attention to detail. :D ~ Luke20 (The Tenth Doctor)
small number of decks that include a command center, crew quarters, transporter, sickbay and all the other standard RP locations, but also, an extensive shuttlebay facility with many shuttles and operational bay doors. :p Loading the map, you'll find yourself inside a Transporter room, as always, and from just outside, a turbolift to three other decks. The corridor and LCARS textures on this map are very impressive, and give a good sense of realism. There are some useful functions in the command center including a forcefield lockdown of all areas and multiple viewscreen displays as well as pulse phasers! I felt there were a few letdowns however, such as the low height of the corridors and the lack of anything much to do in the shuttlebays, especially the main area, which looked too plain. This was still an enjoyable map to play and most certainly a worthy addition to the ever-growing collection of RPG-X maps. There is much fun to be had with this. Download at once! :) Oh, and Merry Christmas. :D ~ Luke20 (The Tenth Doctor)
must say reminded me of an older game called \"Mace Griffin: Bounty Hunter.\" The map itself comes with custom textures, models and numerous other features, as well as a sound track that was very unique and suited the map perfectly. This is very well constructed and supports all game-types, however the author notes that Capture The Flag matches may not be as you\'d expect, since the map isn\'t designed for that game mode. Hangar19 sports 10 deathmatch spawns and 6 team spawns. Overall, while fairly small, this map is highly enjoyable and comes recommended by the EFFiles team. See the readme for further information and installation instructions. ~AdmiralHocking
the bases of the map. While slightly confusing at first, the map is relativly simple to navigate and is sure to prove a rather interesting stand point for any game. See the readme for further information and installation instructions. ~AdmiralHocking
enhance the experience. Contrary to the size imagined when using the term "Runabout," the Ariana is a fairly sized ship and could accommodate quite a large RP session. As with any RP map; You begin in the transporter room of the vessel. From there you can either go fore or aft within the vessel. Directly fore is what I imagine to be engineering, a mini-mess area, an airlock and of course the Bridge. To your right, or aft, is sickbay, crew quarters and the observation lounge. The majority of panels have a function, be it to play a sound or activate/deactivate an effect, all of which fit nicely into the design and feel of the vessel. While this is in beta stage, I was only able to find two bugs; Firstly the airlock drops you down outside the ship at normal gravity levels. Secondly when attempting to hide the pool table, the map crashes to the main menu, with an invalid entity error. However when you actually have to look for something wrong, you know you have something special. Neither of these bugs massively effect any aspect of the map and it comes to you as a highly recommended download. See the readme for further information and installation instructions. ~AdmiralHocking
beta release so there are a few bugs here and there and no lighting. However this project has been watched closely by the RPG community, both originally and again now that it has resumed, although in different hands. As you would expect; You begin in the transporter room of this ship, and can then freely move around the ship to see what changes have been made since the previous beta version. The author of this file has included a high-res texture pack that makes use of the textures seen in Scooter\'s Canon Mod. For absolutely any Role Playing fanatic this is something you don\'t just have to get, you need it! See the readme for further information and installation instructions. ~AdmiralHocking
reminded me a little of TESIV: Oblivion and was a refreshing change from Sci-Fi or Modern style maps. Ripper\'s Play Ground is split into three sections which are reminiscent of a 1950s back ally. Each section has a jump pad which can be used to move between areas and possibly to surprise your opponent from behind. The lower most area seems to be a dungeon of sorts, with the two upper areas appearing more like a street or ally way. Overall this is an intriguing map and I recommend this as something to check out. See the readme for further information and installation instructions. ~AdmiralHocking
reasonably large capture the flag map, with each team base quite a distance from each other. The station itself is comprised of a cylindrical shape with western style structures on the lower section. Above the buildings of old is a tram system running between the upper levels of each starting area. Weapon placement seems to fit the map very well, with compression rifles at your spawn point and other weapons placed in reasonable areas around the map. In addition the textures used resemble that of the previous map and really do show a sense of relation between the two. While not set outside, in space, the atmosphere created here is very similar to that of Colony Wars Defence Base and is most certainly enjoyable. See the readme for further information and installation instructions. ~AdmiralHocking
overlooking a mountain range. While the map isn\'t large, it definitely has enough room to make for some interesting gameplay. Weapon and item placements are nicely spread out and are evenly distributed, which I found to be the perfect mix for a map of this size and reasonable complexity. Supporting Capture the Flag, Team Death Match, Free For All and Solomatch; Iris is bound to be quite popular and comes to you as a recomended download. See the readme for further information and installation instructions. ~AdmiralHocking
design resembled something of a medieval atmosphere but with slightly modern overtones, and weapon placement is well thought out for the maps size. Monolith supports both Free For All and Solomatch, which are bound to be enjoyed while on this map. Overall I thoroughly enjoyed taking a look at this and recommend your download and try it out. See the Readme for further information and installation instructions. ~AdmiralHocking
and has a great feeling to it. While I\'m not too keen on the colour scheme, it does actually work well in combination with the lighting and adds to the enjoyability of the map. The map is itself very well lit and makes good use of weapon placement. A large number of players may make you feel slightly over crowded, but that would no doubt be interesting to see. I enjoyed playing this map and recommend you give it a try as well. See the readme for further information and installation instructions. ~AdmiralHocking
killed. While there are no weapon or item placements this map provides a rather interesting concept; running around with only a phaser to defend yourself and with no idea of where you are could lead to some interesting times. Overall the map is fairly simple but proves to be well thought out and will no doubt be the source of fun when played. See the readme for further information and installation instructions. ~AdmiralHocking
unique space ships, each with a pad for weapons and power-ups. While you cannot actually enter any of the ships, you can reach a number of bunkers along the top of the dock, each containing jet pack power-ups. The map itself is simple yet very effective, the pure simplicity of the mapping is what makes this such a fantastic place to explore. There are however some interesting touches, such as the rotating parts of two ships. However, if your jet-pack runs out the only option is to fall to your death. Although this does add to the challenge presented by this fantastic design. Overall this is another brilliant map from [b]Sorbet[/b] and is definitely worth checking out. See the readme for further information and installation instructions. ~AdmiralHocking
impressed with the overall atmosphere. The setting of a gloomy prison really does come through in the lighting and style. Although there are a good few of corridors, it's surprisingly difficult to get lost which means added fun for your gameplay. This is a quality conversion that is extremely download worthy, see the readme for additional information and usage instructions. ~AdmiralHocking
on the outside, however this file does not include any of the inside variations seen throughout the years. While the map seemed rather bright for my tastes it doesn't spoil the look of the ship and is really worth checking out if your planning or making a map themed around [i]Dr. Who[/i]. The image below may be a photograph of the Tardis, however you'll be truly surprised at the similarity between the image and the prefab itself. See the readme for further information and installation instructions. ~AdmiralHocking
support, so you have no fear of being bored. Item placement throughout the map is pretty good, and effective, the only thine!g you'll need to do is stay alive. Station 144 is a fun and original map for for any Voyager enthusiast! [b]The features of this map include:[/b] Custom textures Custom shaders Deathmatch level (single, tourney, ffa, team) Custom skybox Excellent bot support Refer to the readme for more information.
CTF_Altar has been changed to accomodate the Capture the Flag gamemode, but that's not all, it will also be playable in the FFA and Team FFA gamemodes. With the rearrangements made to the map for this release, there have also been some slight changes to the textures, lighting and item placement; You will also have sixteen spawn points for deathmatch and fifteen team spawns. Bot support is non-existent with this release. With 2+ players, a fraggin good time will be had as you move about this multi-leveled map; CTF_Altar retains it's detail from it's original state, so you will get another chance to stop and admire it, but don't spend to much time enjoying it as you are being hunted... Refer to the readme for more information.
support the following game modes: FFA, Team FFA and CTF. [b]Some of the changes made include:[/b] The map has been cut at one end, copied & matched to the remaining side. There are some small changes to textures, lighting, items & the placement. There are 24 spawn points for death-match & 9 team spawns (per team) Chilla-X spent about a day on this map, but don\'t let that fool you, this is a pretty good conversion of a pretty good map, however, this map does not support bots; A number of changes were also made so that this map would be playable in it\'s converted form, such as the removal of some consoles...even with these changes, the splendor of the map remains in tact. Refer to the readme for additional information.
looking to have a [i]fragging good time[/i]! Be sure wear your running shoes when you enter this map, as there is not much around that can be used as cover....so there will be plenty of ducking and weaving as you attempt to dodge the enemy fire coming your way! There is indoor fun as well as outdoor fun to be had in this map, with a nice looking space background to enjoy. CTF 4_Towers is a must have for any Elite Force gamer that enjoys constant action, as well as the need to blast anything that moves! Refer to the readme for additional information.
from the original release of Elite Force, which has been re-arranged to support the Capture the Flag game mode. [b]Some of the features of this map are:[/b] One of the large rooms in the map has been split across the middle & matched to the other side. There are some small changes to textures, lighting, items & the placement of items. There are 16 spawn points for death-match & 9 team spawns This map has not been tested, however, if you come across anything that you feel the developer should know to make improvements, don\'t hesitate to voice them. Refer to the readme for more information.
Force community to enjoy! There is a fragging good time for two to six players just waiting to happen with this download! KARIN will keep you on your toes from the moment that you spawn, some of this can be attributed to the fact that the three levels appear identical, so there may be a moment or two to figure out where you are...but then, it\'s more important to know where your opponants are then where you are; With the wide open spaces of the roomy levels contained in this medium-sized map, you will be pressed to find anything that will offer anything in the way of cover, so you will need to be quick with the dodging and weaving...and even quicker with the trigger if you want to be the one that walks away with bragging rights! You won\'t have much opportunity to admire the detail in this map, but, as you\'re running for your life, have a glance around...it is very well made and the amount of work, and attention to the cyber-space atmosphere is evident throughout! Refer to the readme for more information.
another great map from [b]Sorbet[/b]. Unlike most CTF maps the bases are not directly linked by a corridor, ladder or some other linear means. Instead the map uses Stargates to link the three sections together, one in each base and two in the central zone. In addition the map makes interesting use of brushes, rather than just being static a few of them rotate, which makes the map even more enjoyable. With a well thought out colour scheme and great geometry; overall Stargate Adventures is a brilliant map that is a true keeper and definitely something to play on again and again. See the readme for further information and installation instructions. ~AdmiralHocking
well set out and fun to play. The two bases are separated by a tram system, two tram like vessels move between the two sections allowing travel from one side of the map to the other. In addition to the tram system you can also climb to the top of the station and run across the roof, where you will find better equipment. The feature I found most enjoyable about this map was the integrated defence system, in each base. A control panel situated in a secure area allows you to active this system. Upon doing so a number of grenades will be thrown from brightly coloured beams in your base, thus killing anyone unlucky enough to have chased you into the room. Orbital Express is definitely highly enjoyable and will no doubt be rather popular. See the readme for further information and installation instructions. ~AdmiralHocking
the map has a good few neat little features, which truly make this map something to be had. Another interesting fact is that a secret area is hidden away, which resembles something you might have encountered in the older Mario games. The only difference being that it's in 3D. Despite my original thoughts about the map; I had fun exploring it and really did enjoy some of the hidden features. I however wont spoil them for you by describing them here. If you were playing games back in the early days of Super Mario then this map is really worth taking a look at. While being reasonably simple this does have potential to be bucket loads of fun. See the readme for further information and installation instructions. ~AdmiralHocking
easy to use. Overall this is a great tool for anyone whom has had trouble working out this little feature. See the readme for further information and usage instructions. ~AdmiralHocking
although I felt it was closer to night and day. Both maps were, although the same setting, very different from each other. Not only in terms of colours but the overall atmosphere changed as well. The summer map consisted of brighter lighting and colours, where as Winter was significantly darker and also had a slightly ritualistic feel to it. Overall these two maps were rather enjoyable and have the potential for a good few hours of gameplay. See the readme for further information and installation instructions. ~AdmiralHocking
map, the map consists of a large variety of areas including two structures and several out door hiding places. One of the features I found most interesting was that I was able to swim up the waterfall, which gave me access to walk around the edge of the map. This in turn opens the door for those that enjoy using the zoom and compression rifle like a sniper. The colour scheme is rather bright and adds a fantasy type atmosphere for this map, which helps add to the unique feeling. Overall this a very fun map of which the screenshots don't do justice, you'll have to check this one out for yourself to draw your own conclusions. [b]Surefall4[/b] is definitely worth checking out. See the readme for further information and installation instructions. ~AdmiralHocking
are separated by forcefields, the only way to reach the enemy flag is to go up and around some of the upper levels. Although rather boxy, this is pretty impressive for a first try at mapping and is definitely worth checking out. See the readme for further information and installation instructions. ~AdmiralHocking
for both teams and a few item placements, however the flag rooms can only be accessed via the upper level and a series of lifts. The upper level itself hosts access points from a number of lifts that travel up and down between the two areas, surprisingly this feature adds an interesting element to game play. While I felt the time spent traveling on the lifts was a bit much, this map has a lot of potential for it\'s size and is rather enjoyable. See the readme for further information and installation instructions. ~AdmiralHocking
Sock's[/i][/b] Q3A map, and we are happy to provide it here, for you, the Elite Force community to enjoy! This map was ranked Top 8 in the Top 10 of Q3A maps, so you know you are getting quality here! There is a fragging good time for two to six players just waiting to happen with this download! Once you fire this map up, Chiroptera DM will keep you on your toes from the moment that you spawn; With the multi levels, you will be pressed to find anything that will offer anything in the way of cover, so you will need to be quick with the dodging and weaving...and even quicker with the trigger if you want to be the one that walks away with bragging rights! You won't have much time to stand around and [i]smell the roses[/i], but, as you're running for your life, have a glance around...it is very well made and the amount of work, and attention to the cyber-space atmosphere is evident throughout! Refer to the readme for more information.
booth above the normal gameplay area, which can be entered via a transporter in the center of the map. For a first map this is of good quality and enjoyability, this is a worthy addition to any CTF collection. See the readme for further information and installation instructions. ~AdmiralHocking
Wars comes with a lot of nice features that are aimed at increasing your Elite Force gaming experience! The ships found in this game can be considered Navy Ships to the stars, some of which can be investigated, or flown... If things get too hairy for you, you can always put your finger on the big button, and use the ship\'s weapon systems!
to the game mode wanting to practice. As with your traditional CTF maps this has two bases at either end of the map for both the Blue and Red team, although rather than the normal parallel methods of crossing the map ctf_Mace has a number of different styled ramps and walkways. See the readme for further information and installation instructions. ~AdmiralHocking
craft actually flying around above the map. While reasonably blocky this map does have a number of areas to explore and hide in, each section of the map is lit with the colour of its corresponding team which I thought was a rather interesting idea. Overall yet another unique map that\'s worth having a look at. See the readme for further information. ~AdmiralHocking
the Elite Force community to enjoy! There is a fragging good time for two to six players just waiting to happen with this download! Discontent will keep you on your toes from the moment that you spawn; With the wide open spaces of the court yards, you will be pressed to find anything that will offer anything in the way of cover, so you will need to be quick with the dodging and weaving...and even quicker with the trigger if you want to be the one that walks away with bragging rights! You won\'t have much opportunity to admire the detail in this map, but, as you\'re running for your life, have a glance around...it is very well made and the amount of work, and attention to the cyber-space atmosphere is evident throughout! Refer to the readme for more information.
feel, I found that the most interesting feature of this map was the rocket ship that bared some similarity to the one seen in the Captain Proton holodeck simulations run in Star Trek Voyager. While the map itself is completely back & white the weapons and item placements were not, this I felt damaged the overall atmosphere of the map. Unlike some of the other maps we have from Gigon this one is rather blocky, however he has noted that this is a reasonably old creation of his and blocky-ness is to be expected. Regardless of how blocky the map may be, I didn\'t find that this interfered with general gameplay at all. See the readme for further information and installation instructions. ~AdmiralHocking
map. Concrete_Station has a unique layout and is not confined to one floor, there are a number of areas both above and below the starting area and several interesting death areas should you fall into one. The idea behind Concrete Station is of a Holodeck Tactical training simulation, I felt that the emblems on the wall really helped add to the overall atmosphere of the map and increase it's unique feel. With plenty of open space and a variety of routes to the enemy flag this CTF map is most definitely enjoyable and a worthy addition to anyone's collection. Aside from mainly being a CTF map the author notes that it also supports a variety of other gameplay types and is capable of BOT usage. See the readme for further information and installation instructions.
from each other, the deathmatch version is based on the same layout as the Turok2 original where as the ctf version has some added extras, including added exteriors at either end of the map. Something else of note is that both maps follow an Egyptian theme which I believe is a first of Elite Force Files and a welcome change. See the readme for further information and installation instructions. :)
interesting portals. The green textures have been used to great effect in simulating a futuristic industrial environment. Although simple this map has the potential to be lots of fun in an online game. See the readme for further information and installation instructions.
like others most definitely worth a download. [quote] Features: - Game Type: tourney, single, ffa. - 6 FFA spawnpoints. - Custom textures. - Custom shaders. - Custom skybox. - bot support. [/quote] See the readme for installation instructions and more information.
perfect for some 1 on 1 action, so skills would come into play here, as opposed to lucky shots; 2vs2 could be done, but as this is a small-ish map, it'd get crowed and the [i]fun factor[/i] would suffer because of it. This map is an 'open-air' map with multi levels, and the potential for some great battles between you and your foe will always exist. Who will be the happy gamer that walks away with bragging rights...you? Refer to the readme for more information.
knock down phaser filled frag-fests! There are lenty of areas for the cautious player to duck behind and these areas are also prime for the patient gamer that favors the ambush...but don\'t waste too much time making your way to the opposing teams Flag at the other end of the map. No matter wether you\'re playing Capture the Flag, Free For All or Team Deathmatch, there is fun to be had, all that is needed is for you to start your download now! Refer to the readme for more information.
for a Turtle Map contest, oozes with FFa goodness. This is a great way for you and your cyber-pals to spend some frag-tastic quality time, while trying to stay alive and doing unto the other team what they are trying to do unto you! This is definately worth the no-waiting in line, free download, so be sure to get your own copy now! Enjoy. Refer to the readme for more information.
thing...if you remember playing \'Monkey in the Middle\', once you join this map, you have a good chance of being the monkey; All of the action will take place at and near the center of basesiege, the opposing team will first storm the halfway point, and then move forward to take your lines. Your task will be to repell them, and as the golden rule says: Do unto others as they will do unto you! \'Nuff said? This map has the potential for some great skirmishes as well as some serious frag-fests as you do what needs to be done for you and your team to walk away with bragging rights! Refer to the readme for more information.
interesting ways, I\'d have to say that this is indeed a really unusual idea but one that could lead to immense amounts of fun. So download and have some fun. :)
original \'Quake 3 Arena\' state, is a rather large map that contains three levels of frag fest-ness fun! The atmosphere of this map is that of a mining facility, so it is no surprise that it is a little on the dark side...although, cramped, it is not; This map is very roomy, and depending on the number of players in this map, you may have to do some running about within the confines of Sedona to find yourself a target to shoot at. This is definately worth the price of a free download, so be sure to get your own copy now! Enjoy. Refer to the readme for more information.
however that there were no weapon placements and seemingly no placements for flags, this is most worth a look around to say the least.
feel of these maps are similar to other previous map releases by Chilla-X, the two maps in this download are based off of a Nintendo 64 game [i]Turok2[/i], the basic layout is the same with a few changes troughout, like the use of jumppads where ladders were. [i][b]DM_Mosh Crypt[/b][/i] This is a small deathmatch map. Good for a duel or a small amount of players but not to many. There are several available weapons, There are also some goodies on the top of each pillar. [i][b]CTF_Mosh Crypt[/b][/i] This version is the same as the DM version except it is a much larger map. Should be able to handle a 5v5 game; The goodies are available in this map as well. Both maps come with bot support, which is good news if you're not in the mood for the gamemodes already mentioned. Refer to the readme for more information.
your enjoyment. Borggamer has been feeling generous with this release, as he has included two maps in this one download. [i]castlewarv4[/i] This is the 'normal' version of this map that everyone is familliar with, with the exception of changes/fixes over the previous version. [i]castlewarv4nt[/i] This map is identical to the original, with [u]No Turrets[/u] ([i]'nt'[/i]) being the defining difference. All turrets in this map are disabled, which is useful for FFA gamemodes. The overall design of the map remains the same, as the name suggests, it still has the castle feel to it, and the ropes are still there to allow for climbing the walls; This map just has a midevil feel to it, with a you and seven of your gaming buddies, the potential for a frag fest is at your fingertips. [list][b]Some changes in this version include:[/b] [*]Defense turrets All six defense turrets protect your base as well as your enemies base. [*]New security forcefield system As soon as you found the entrance to the security system, you can activate the security forcefields. [*]Weapons/ammo A few things were deleted and re-placed. [/list]The fun factor of this map remains high, so what are you waiting for...download and enjoy! Refer to the readme for more details.
this time, this download does not offer Bot support, however, it may be included at a later date. If a balanced map is what you're after, then [b]Ancient Bajor[/b] is definately something you want to add to your collection, as the bases are created even, to be sure that no one team has an advantage over the other; This map will come down to a battle of skills, to see who walks away with bragging rights! As this is a large-sized map, be sure to wear some comfortable shoes, as there will be alot of running around as you search out your enemies. To add some fun to your gaming experience, InSaNe8472 has placed some secrets throughout...however, in order for you to use them, you will first need to [u]find[/u] them! This map also comes with some nice background music to list to while you play...if this doesn't tickle your fancy, it can be turned off. (The directions to do this are in the readme) This is a must have map, so, don't wait any longer...download it now! Refer to the readme for more information.
Deathmatch[/i] and [i]Free For All[/i] modes...sort of triple the fun! The word "Sternentor" translates into 'Star Gates', so you can imagine what the main theme of this map will be...I think it will be fair to say that CTF_Sternentor will be popular with both the Elite Force crowd, as well as the Stargate fanatics! This map is the [i]continuation[/i] of the map [url="http://eliteforce2.filefront.com/file/CTF_Planet_Travel;67975"]CTF Planet Travel[/url] that was released in August of last year. The textures have been redone, and the Stargates are still there, as well as the intense action! This map is definitely worth the price of a [u]free[/u] download, whether the reasons are that you like these gamemodes, you like the fact that there are Stargates present...or you are a fan of Sorbet's work! Refer to the readme for more information.
setting in this 1v1 map...which is an interesting choice. [b]1v1_stonehenge[/b] is a relatively small map, and as mentioned, features the likeness of the Mysterious stonehenge; As you can imagine, there is plenty of cover offered by the boulders, so both attacking your opponent, and/or defending yourself can be a challenge as well as a simple task. To save on fall damage, try to land on the blue areas, and if you happen to fall off the battlefield, there will be a small hit to your health, but you'll teleport back to the fun! [b]Some of what this map features:[/b] 1v1 level (single, tourney, ffa) Bot support Custom textures Custom sounds [b]Ammo pickups feature the following values:[/b] Compressionrifle = 64 Dreadnought = 80 I-mod = 30 Stasis = 30 This is definately a must have, enjoy! Refer to the readme for more information.
[url="http://eliteforce2.filefront.com/file/;76425"]Zip 1[/url] and [url="http://eliteforce2.filefront.com/file/;76427"]Zip 3[/url]. Virtual Dreadnought is a TOS era single-player mod for Raven's 'Star Trek Voyager Elite Force'. It allows the player to tour and explore sixteen decks of the Federation-class dreadnought [i]USS Star League[/i]. Unlike the [url="http://eliteforce2.filefront.com/files/search/?search_category=all&fields_name=1&fields_filename=1&keyword=starbase+11&game=4#results"]Starbase 11 Mod[/url] released last year, which was presented as a museum exhibit, Virtual Dreadnought is a fully interactive experience. All personnel aboard the Star League are scripted NPC's going about their duties aboard ship, and the player is cast in the role of a member of the ship's crew. The player can interact with ship's crew and systems, access crew logs and library computer data banks, complete various objectives, search for secret areas, and collect secret items. Additionally, there are twelve simulations and combat missions that can be run from the ship's holodeck. The Star League appeared in the Starbase 11 Mod, moored at Drydock 7. The recently commissioned ship was making a temporary stop at Starbase 11 for resupply as it returned to Earth after its shakedown cruise, and the player was able to beam aboard and visit three of its decks. Virtual Dreadnought picks up the story at that point, as the Star League departs Starbase 11 and begins the last leg of its journey back to Earth spacedock. Refer to the readme for more information.
[url="http://eliteforce2.filefront.com/file/;76426"]Zip 2[/url] and [url="http://eliteforce2.filefront.com/file/;76427"]Zip 3[/url]. Virtual Dreadnought is a TOS era single-player mod for Raven's 'Star Trek Voyager Elite Force'. It allows the player to tour and explore sixteen decks of the Federation-class dreadnought [i]USS Star League[/i]. Unlike the [url="http://eliteforce2.filefront.com/files/search/?search_category=all&fields_name=1&fields_filename=1&keyword=starbase+11&game=4#results"]Starbase 11 Mod[/url] released last year, which was presented as a museum exhibit, Virtual Dreadnought is a fully interactive experience. All personnel aboard the Star League are scripted NPC's going about their duties aboard ship, and the player is cast in the role of a member of the ship's crew. The player can interact with ship's crew and systems, access crew logs and library computer data banks, complete various objectives, search for secret areas, and collect secret items. Additionally, there are twelve simulations and combat missions that can be run from the ship's holodeck. The Star League appeared in the Starbase 11 Mod, moored at Drydock 7. The recently commissioned ship was making a temporary stop at Starbase 11 for resupply as it returned to Earth after its shakedown cruise, and the player was able to beam aboard and visit three of its decks. Virtual Dreadnought picks up the story at that point, as the Star League departs Starbase 11 and begins the last leg of its journey back to Earth spacedock. Refer to the readme for more information.
course, and there is no shuttle in the real life project. The developer just wanted to show you all what he did and any feedback or constructive crititism on the design is more then welcome! Refer to the readme for more information.
enjoy! A fragging good time for two to four players is just waiting to happen with this download! You\'ll enjoy all the scenery that a \'Mars\' backdrop can offer while you put your Nikes[/i] to the test wether it be for outrunning enemy fire, or to close the gap between you and you target for that \'sure thing\' killshot. This map is designed for FFA or 1v1, and either way, you will have a great time kickin\' some butt, however, you shouldn\'t take my word for it...download now and play [b]redq3dm2_squared[/b]! Refer to the readme for more information.
light direction\') wasn\'t soley created as a playable map, rather as an example of a design study. Playing in FFA or 1v1 mode, will take some serious skill, if you look to the screenshots, you\'ll see what I mean... but it can be fun just the same! It will take a higher-end rig to enjoy this map...along with a light heartedness, as this map may not be the best for the serious gamer. Refer to the readme for more information.
the name of the game as you stroll around this \'Castle-esque\' map, and attempt to do unto others before they do it to you! As long as you stay on the move, the chances of getting hit by enemy fire are a bit slim as the straight aways are rather short...unfortunately, it works the same in reverse. Refer to the readme for more information.
[url="http://eliteforce2.filefront.com/file/ctfbattletactic;74973"]ctf_battletactic[/url]. Keeping in the spirit of the name of this map, the original description description still applies: [i]This is a reasonably small CTF map from Arron Dominion. Surprisingly this has great potential for its size, the main area consists of multiple places to hide with a bunker in the center. Arron Dominion wanted to have a map to train with group tactics. There are defenses as you probably will see soon. Overall this is a good map and is well suited to its purpose, definitely worth a try.[/i] [b]ctf_battletactic2[/b] deals more with a 'nature' theme, with lots of scenic views, and natural objects. To get the most out of this map, be sure to take advantage of what is available; For instance, there are trees that you can hide in, (or use to plan the perfect ambush!) and these same trees will have some goodies hidden throughout as well...if you're scared of heights, there are plenty of bushes closer to ground level that can be used to achieve the same results. The sniper in you will appreciate the building that is seperate...[i]hint hint[/i]. Refer to the readme for more information.
textures that were modified from Quake community packs. [i]Lt. Cmdr. Salinga[/i] has taken this map and converted it for use by you, the Elite Force community. You will have a great time blasting anything that moves as you make your way around this blue neon filled level, there is no shortage of ambiance here! This is definately an excellent choice of map to convert! Walking away as the man (or woman, whatever the case may be) of the hour when all the action is over with may be harder then you think, don\'t get to confident... Refer to the readme for more information.
or more players, however, as in the case of most team-based maps...more is always better! As this hs been converted, it has been rearranged to support the [i]Capture the Flag[/i] gamemode. A noticeable change made to this file is the fact that the large room has been cut down the middle and mirrored so that each end is a carbon copy of each other; Aside from the balancing, it will decrease your chances of getting lost... Minor changes have also been made to: textures lighting item placement No matter what gammode you find yourself playing, have a fragging good time! Refer to the readme for more information.
Flag[/i] friendly. The changes were made to: Textures Lighting Weapon Item placement While playing, If you get the impression that the map is 'just not right', or not the way you remember it...you're not imagining things...as one side has been removed, and the remaining side was mirrored where the cut was made. This is a great way to spend some time, and frag some friends! Refer to the readme for more information.
'hm_blastradius') from the Elite Force Expansion Pack; this version has been changed in the following areas to make it compatible with the Capture The Flag gamemode: Textures Lighting Item placement Refer to the readme for more information.
provide it here, for the Elite Force community, because...afterall, he [i]is[/i] a Lt. Commander...he outranks us. There is no shortage of fun here, and it doesn't matter if there are a bunch of you looking for a great map to play, or if it's just you and a buddy...even if you're all alone, maby it's [i]quality night[/i] for you and your computer! This map can be played in three different gamemodes: FFA, 1v1 or as Single player, which means, it'll be a fragging good time no matter how many there are of you! If you like green, no...I'm not talking about money, I mean the colour...then you are definately in the right place...and the map name fits to a 'T'! This map is anything but dim, so those of you that really hate dark spots/places, REJOICE! If anything, it's a little bright in a couple areas, but nothing that will bother you. 'Everything Else Is Green' a good looking map with some nice brushwork, a definate download no matter what your gamemode preference is! Refer to the readme for more information.
the textures to better suit the environment. The map itself has an extremely good replay value, as with the others a must have if you enjoy the ctf game mode. :) [quote] The largest room in the map has been split across the middle & matched to the other side. There are some small changes in weapon & item placement. There are 24 spawn points for deathmatch & 10 team spawns(per team). It took around 3 hours to make.[/quote] See the readme for more information.
experience an intensely fun frag-fest as you move around this multi-level, unigue looking map! Who will walk away with bragging right? Refer to the readme for more information.
become chaotic. There is lots of fun and the potential for a flurry of encounters in this castle like building! [b]Ice Storm[/b] is well made and it looks good, although, you may not have a chance to appreciate the textures/work that went into it, due to all of the ducking and dodging that you will be doing! Refer to the readme for more information.
recent version for your gaming enjoyment! Have you ever been in the middle of an [i]Elite Force[/i] map, and wondered....[i]"I wonder what it would be like to face King Arthur, or Sir Lancelot and have them amazed at the power of my phaser...or maby show Merlin what real magic looks like from the tip of your pulse rifle..."[/i]? Well, this mod doesn't offer that opportunity, but it does take you back to the days of old, where chivalry reigned supreme, and disagreements were solved in the throes of battle. Some features include: The teleport trigger has been repaced with a hurt trigger. There are 14 spawnpoints for deathmatch. There are 11 spawns per team for ctf. See the readme formore nformation including installation instructions.
the map hm_dn2 re-arranged it to make it symmetrical so it can now support ctf. There are some small changes to the textures & lighting. There are some small changes/additions with weapon & item placement There are 12 spawnpoints for deathmatch & 12 spawns per team for ctf.[/quote] Chila notes that the map is useless for playing against bots as they spawn on the lower levels and cannot climb ladders, however this is a very good redesign and is a must have for any CTF players collection.
are some small changes to the textures & lighting. The teleport trigger has been repaced with a hurt trigger. There are 14 spawnpoints for deathmatch & 11 spawns per team for ctf.[/quote] Worth a download to fans of the CTF game mode.
Additional pickups have been added into the map along with altered weapon placements. The author notes that the map contains 12 deathmatch spawn points and 18 team spawn points, although the map is too small for more than 5 vs 5. A great rework of the original and most definitely worth a try for those that enjoy ctf.
work on this map in 2003, and only recently found the ambition to finish it when he started playing [b][i]Elite Force[/i][/b] again. Have you ever walked into your nearest Walmart, or another Mall and had the urge to just run rampant, shooting at whatever moves with no regard for property or spawn times? Have you looked at the different objects (stand-up signs, kioskd, etc) located throughout the store, and thought...[i]"Yeah...give me a pulse rifle, and I'll give new meaning to 'midnight madness'!?"[/i] If so, then you came to the right place! This map is set within a shoppingmall, and you will have three floors to roam and escalators...for the lazy gamer! This map also features: Many new models Different switches VDL (virtual dynamic lighting) effects Different [i]secret[/i] passages that will lead you to other parts of the map. This map is completely custom made, highlighting: Custom models Custom textures Custom sounds Custom skybox and so on... There are some breakable items throughout this map as well, some of these may have a purpose...and don't forget to keep an eye out for those [i]secret passages[/i], they may mean the difference between just plain ol' having fun...or walking away with bragging rights! You will also have your choice of firepower: Compression Rifle I-Mod Scavenger Rifle Stasis Grenade Launcher Tetrion Pulse Disruptor Quantum Burst Dreadnought (Arc Welder) Refer to the readme for the whole plethora of information, such as: Supported Mods, Powerups, Installation Instructions and more!
you know the original map as well as you know the way to your bathroom you're still going to end up walking into a wall. This is definately a fun way to spend some quality time with your computer, all the while tending to that urge for some excellent Trek experiences! Some changes made to this version are: There are 15 spawn points for deathmatch & 14 team spawns There are some small changes to textures & lighting One of the walls from the original map has been removed More information can be ound in the readme, which can be read while downloading...
has every weapon available at their starting zone and can make good use of the many pickups available in Holomatch. Overall this is a good map and is well suited to its purpose, definitely worth a try. [i]Note: Weapons in screenshots come from a separate modification and are not included in this download.[/i]
which will keep you busy as you scramble about to keep alive and hunt down your opponants! For optimum fun, this map will require at least 2-6 players, but it would seem to me that 3 on 3 would be best to get the most out of it. This was the first map ever released by the original author, [b]redfella[/b], and with approximately 40 days of construction time, he did a damn fine job of it! ...And thanks goes out to [i]Lt. Cmdr. Salinga[/i], for his time involved in this release so that the Elite Force community can enjoy it as well! See the readme for more information and installation instructions.
even participated in the battle at Wolf 359! This old ship still has a few tricks left in her, and if you think you have what it takes to gain bragging rights here...then come on in! See the readme for more information.
which will require at least 4 players to get the most out of it. See the readme for more information and installation instructions.
jetpack. ctf_crp1 is the name with jetpack and the other is ctf_crp1_nojet, there is [u]no[/u] bot support for either maps. Refer to the readme for more information.
textures and an excellent layout; You\'ll be amazed at the amount of elbow room you have in this map, along with the scenery...but don\'t make it a habit to [i]stop and smell the roses[/i], or you may find that you\'ll end up in second place...and on a map that sports (typically) one player on each team, second place isn\'t as good as it sounds... A fun map weather you are 1v1 or 2-4 player deathmatch, strap yourselves in for a fun time! Refer to the readme for more details.
[b]you[/b]! ...No, not the person behind you, so stop looking around and accept your good fortune! On Space Station Alpha, with the right players, the action can be intense as you do battle with your friends...(or maby with friends you haven't met yet) and try to be the first down that road that leads to victory! Be sure to check out, what can only be described as the observation dome, as it offers a neat view, however, don't spend too much time star-gazing, or the next thing you might be watching is a 'self-spawn'! This map has the potential to rate high on my [i]fun-0-meter[/i], all that's missing is [u]you[/u]! Check the readme for more information and the 'story'.
rocket launchers, grenade launcher, shaft, or rail, there is much fun to be had! Who will walk away with bragging rights? This map is will allow for two players, and has support for bots; For some added fun and mystery, this map also contains a secret...goodluck. Refer to the readme for more information.
winner is going to be? Do you want to play for kicks and giggles, and walk away with a smile on your face? If so, then you\'re about to download the answer to these questions! Chilla-X had a spare 15 minutes, and decided to put that time use by creating a map for your merriment; As you may have guessed after reading the file name, this map is designed to be light hearted and fun...so please check all seriousness and combative attitudes at the door, and enjoy this map! [b]craplava[/b] is available in three gamemodes: DM, TDM and CTF. There are only two spawnpoints for DM and four team spawn points, so it is only good for either a duel or a 2v2 CTF/TDM. Enjoy!
option of enjoying this map as FFA, Team FFA, CTF. This map is very well done, there are plenty of structures which can be utilized as cover, for those of you that prefer that bit of realism, as well as some open areas where you have to travel and run the risk of being vaporized! Each base is a modified version of the towers from [url="http://eliteforce2.filefront.com/file/CTF_Voy1;64961"]ctf_voy1[/url], with the flag is on the first floor. The overall map is symmetrical, with the bases for each team at either end, so neither team has any kind of advantage over the other, aside from the skills of the player. The floors of each base are accessible by transporter or perhaps a trick jump. (For those of you that are proficient in this) This map also has some neat features: There are two jumpads in the centre area that will send you high above the playing area. When you reach the high point, (via the jumppads) there is a platform which is nice for sniping. There are three trenches that lead from one side of the map to the other. Teleporters are also present. [b]Developer's note: The map is dedicated to >=TFF=> - The Funky Fraggers[/b]
the challenge, for you, then becomes that you have to get back to the action before your teammates are overwelmed and defeated. You'll also need to grow eyes in the back of your head to be sure that nobody sneaks up behind you as you travel the corridors of the station, which is well made and fun to play! Going back to the primary purpose of the UFP, which is research, Space stations were built and manned; In the year 2460, the Federation has two Spacestations built around the sun circle. The stations serve as observation stations. One analyzes the solar activities. The stations are in a Paralell orbit to the sun, therefore one can never see both at one time. You are, however, able to visit both stations with the use of the transporter.
class ships/retextures out there, SimmerALPHA has stated that you can use them on your server as well. New Sounds: Yes New Models: Yes New Textures: Yes Bot Support: No
by the CTF-King: [b]SpaZe[/b]! CTF VOY369 has everything for the farg loving gamer; There are open spaces for those of you that love to run around uninhibited, and this would also be good for those of you that love to shoot at those types of people! For the cautious gamer, there is plenty around to use as cover, and if you choose your shots and make your way up the map successfully, you just may walk away a hero to your teammates...and a marked target to your opponants! Refer to the readme for more information.
loaded with the potential of some serious get down and dirty gaming fun! There is not much to be found in the way of objects to be used as cover, so you will need to rely on your god given talent as a gamer, and put your skills to the test! Which team will walk away with bragging rights...and will you be on it? Refer to the readme for more information.
first [i]EF DUST[/i] is set out doors, and is maze-like...be sure to take full advantage of the objects that are present throughout the map, as these will offer excellent cover from your opponents, as well as give you the prime advantage to ambush the other team! This map has received Anthony the Andorian's two antennas up! Refer to the readme for more information.
for the Nintendo 64 game "Turok 2". Both maps consist of a series of rooms and corridors with the odd court yard and a lava pit. Both maps are of good quality and are well mapped, with no visible errors that I could see. Although a bit blocky for my tastes these maps have great potential for good online game play. Bots are also supported meaning that online play isn't the only option for these maps. :)
some unforseen circumstances and a lack of enthusiasm; He has stated that he still wants to add features to this map, so expect a v2 sometime in the future! As SimmerALPHA learned more about mapping, and new mapping techniques, this map received a \'refit\' recently This map is a pretty good map if you haave some time to kill and you are in the mood for some mindless deathmatching; As with most deathmatches, the experience depends mostly on the competition, however, I hink you will enjoy this map as you run around dodging phaser blasts!
the colours have been sharpened a bit, and the style and textures have been revamped. You still have the two stations and the trams that run between them, and this being a [i]Capture the Flag map[/i], the option for running into members of the other team is high while taking the flags, and the probability of getting caught in a frag-fest is always present! Don\'t forget to take advantage of the \'secret area\', where you will find some shield powerups, among other needed items. Will you and your team walk away with bragging rights? See the readme for details.
improvements made. The overall design of the map remains the same, as the name suggests, it still has the [i]castle[/i] feel to it, and the ropes are still there to allow for climbing the walls...you also still have the use of the 'buttons' so that you can hand out some [i]electro-shock therapy[/i] to some unsuspecting opponents. The fun factor of this map remains high, so what are you waiting for...download and enjoy! Refer to the readme for more information including installation instructions.
[b]Molchington[/b]! The map itself remains the same, it is in two parts; First, you will try your luck in the Town of Newts, where you will do battle in the attempt to keep yourself, and your teammates on the road to victory! The second part of this map takes place in a swamp...but hold up, for those of you that think a swampy enviroment is boring, don't fret, as there is also a castle in the area! Unfortunately, this map [u]does not[/u] support bots, it is designed for internet play only. Will youand your team walk away from this with bragging rights?
surprise this has changed today. This map is set on Mars or a desert-like planet and shows a railway station of a sort of planetary train service. The lighting is very well done as well as the choice of textures which adds a lot of Alien-alike atmosphere to the map, completed by the great skybox he has chosen for this. A definately recommended download for everyone! :) -Pille
map is for multiplayer only and does [b]not[/b] have bot support. Check it out and enjoy fragging. :)
when you want to get back, you'll need to use the "rope" outside the wall. But BEWARE, for when you are on the inside you can use a button that will run a current trough the left or right section (depends which button you push) of the wall knocking player climbing the rope of. But thats not all, form the inside you can also trow some grenades to the outside of the wall to "finish off" what the electricity started ;) On the downside however, the brushes are a bit simple and there aren't really much details execpt for some stairs and the textures are a bit plain. Also the lighting in some area's is very dark so you cant see what you are doing. The "ropes" are also in these darker area's so you might have to try and feel around a bit before you can find them. All in all a pretty nice map to play on.
basically have 2 stations that are not really that big, on the right and left side of the stations are tracks with 2 trams on them. The trams move from station to station in such a way that they depart and arrive at the same time on the 2 different stations of course, so that both stations at any given time have 1 tram (unless they are in transit that is). There is also a 3rd station in the middle where the trams don't stop, I think this is used when playing the map in slayer since it doesnt have much use in ctf. There is a also a secret area with some shield powerups and other things. I must warn you though there are some pictures there of which the content could offend you, but nothing to serious. However there are 2 things that need to be said about the map. At some points the lighting is really bright (atleast on my pc, and the stock maps of EF are fine so im guessing it is the map itself) and the texture use is a bit plain but all in all its a nice map. Have fun playing on this map. -Com-man
Unfortunately the author was unable to integrate bot support, so this is only for you if you play online or enjoy running around on empty maps - though there are some secrets to discover ;) Definately recommended. :)
available this is only good for phaser or compression-rifle/desintegration matches, which I imagine pretty fun on this. The choice of textures is a bit monotone, however this is the author\'s very first map and he spent a lot of time on learning GTK enough for this first release. Overall I would say it\'s not the best map but certainly a good start that makes hope for more. :) [i]Note: As the readme is in German and I doubt many people here speak it here is a translated version of the lines regarding the author credit:[/i] [quote]This map was created by Borggamer. Textures must not be changed or used without permission. Originally this map was created to practise strafing. There are a few extra-rooms included. Those can be used for combat or other things. Desintegration mode would be recommended.[/quote] To install simply copy and paste the .pk3 in your baseef folder and select it from the Holomatch menu or open the console and type /map rcstrafing. :) - Pille
quite some fun with this. Definately recommended :)
do watch futurama sometimes and I like it alot, who doesn't. However, this map isn't exactly futurama style, it has all the concepts of Futurama which is a great thing, from the flying cars to the transportation tubes. So I'd like to warn you now, if you want some ub3r canon futurama rubbish, stop reading now. But, if you want a good, well thought out map, keep reading :P. You start off in one of the "transporation tubes" which is quite fun because you get pushed up to the top, onto one of the walkways. From there, you can walk about, collecting guns/powerups/ammo etc. I also believe the mapper may have taken into account what I said last time because he's placed the powerups etc. in more strategical places and more sparsely, which is good :D. There are quite alot of "goodies" in this map, especially some of the cars ;). Now, onto the general layout, the map is actually quite small. It consists of two main levels, from what I could gather. The ground level and the upper level which had the insides of the buildings and walkways etc. You have to be careful and not fall, but falling doesn't do much damage really anyway, which seems quite strange because of the height, but it can only be a good thing not hurting yourself too much when you fall. I did remember having one nitpick about this map though, is that it's quite small and the skybox, as nice as it is, isn't exactly a city type skybox. It seems more as if you're in a square with buildings surrounded by a desert, lol. However, don't put that off downloading. Go ahead, download and play it, see what you think ;). - Ryan
itself. You start off in a very large, very square and slightly bland room. In the middle is what looks like a column, but sort of rounded off. In this bit, there is an elevator which takes you up to another three levels, which each have one holdable. Then (back down on the first level) you'll most liekly have already noticed the thousands of hypos, which will make for a good long duel ;). Then if you head out of that room you'll find yourself in a large room, with some quite good detail, and most notably a stargate. So, I think we've all guessed the theme of this map then. There are two side rooms which contain weapons/power-ups including the main room with lots of weapons/power-ups. From there, you'll find there's nothing much else to do, but go through the stargate. Now, the thing that caught my attention, is the attention to detail about the stargate. It has a little "surprise" when you go through, which you can find out for yourself when you download it :P. Now, on the other side of this stargate is a nice rocky planet. I find that rocks are the hardest to get right when coming to having them accurate, but I think SpaZe made a fsirly good attempt (apart from one slight possible leak at the side). On the planet it contains lots of weapons/power-ups and plenty room to frag :D. It's best just to have an explore around the planet, to get acquainted with it first though. As for the flags, I'm not telling you where they are :P. So, that's pretty much the whole map. It's of a relatively average size. There are alot of good things; some of the rooms had some good detail, the little gate surprise, the wide variety of weapons/power-ups and the style, I think it's good to see he's getting a good style for his work :P. However, there are a few nitpicks, although the map has a wide variety of weapons/power-ups, they are placed everywhere, which doesn't give anyone much of a real chance and the elevator is slightly fast and dodgy (beware of the crushing elevator, lol). Anyway, that about sums it up. You can wake up now and I do recommend you download this map, either because you like stargate, you want to know the surprise or you're starting to like SpaZes work. - Ryan (Screenshots now added, see below)
and as noted in the readme, you may get low FPS if you are running a low end computer. The hall has a lot of columns with large pane windows, giving a nice view of the outside world. There are also stained glass windows and some sort of monument or sculpture at the front of the hall. A nice addition to collection for all those RP\'ers out there, download now :).
it with just enough geometric accents: floor lights, ceiling details, large pipes, staircase supports, custom teleporter, etc. The cell-shading doesn\'t help in the framerate department, but as long as you\'re not running a lowend box, you should be fine. Open air rooms and hallways give lots of room to move. Bots play well. This is a beautiful map and a keeper.\"[/quote] Download now!
have managed to avoid resorting to patches almost completely. The 4 Jump Pads each have a central patch and that\'s about it...everything else is done purely with brushes.[/quote] Very well done since all the map\'s geometry is built with brushes. This map, like Salinga\'s last conversion \"[file=\"66592\"]Amanda[/file]\", feels like it belongs in Elite Force because of all the green. If you think about it, the map resembles maybe what romulan ruins would look like. Download now to add Algopole to your Salinga Collection! :)
metal and dirty concrete, and they work great. Architecture is imaginative and solid, with complex angled structures towering above. Overall design is excellent and stylish, and everything is in place. The layout is made of 3 interconnected areas. Being very compact, this map has blazingly fast gameplay. Item placement is very clever and fine-tuned, set up to make players move around the entire level. 1-1 game is intense fragfest and requires both strategy and skill to win. I had few very close battles with my friends on the map and we really enjoyed it. FFA quickly turns into blood bath and provides a lot of fun with 3-4 players. Botplay is also very good. Kick-ass tourney map. Plays great, runs fast, looks cool and original.[/quote] Download now! :)
Installation. There are hearts throughout the map, and \"Amanda\" is written in the map. Download now to add to the Salinga Collection, or to see the nice gift the author gave to his wife! :)
good which leads to some great action." [url]http://lvlworld.com/comments.php?id=1640[/url][/quote] Looks like a nice compliment to the Captain Proton model set. Check it out. :) -TiM
unique and was fun to play, but I\'m not sure where the ship design comes from, if it\'s not by the author himself at least. Highly recommended to download. :)
skybox. The layout takes a while to remember and you\'ll find yourself falling off a lot of times, even when you\'re getting used to jumping around on these narrow platforms. Fortunately, you will not die when falling into the depths. Instead, you get teleported back into the map with only a small health penalty.\"[/quote] This map is fun to play with. It has a cool design but a bit hard to navigate. To make it easy, jump pads are located on the map which bounce you up to the next level. The \"catwalks\" are narrow, so you may fall off a couple of times, but the farther up you are, the more chance the walkways below you will catch you. If you do happen to fall off the map, you get transported back up towards the top. A must have for the Salinga collection...download now! ;)
shield, so you are invincible for some time. You can transport out into a different area by stepping into a round circle in the middle of the room. The next area is much bigger, and it contains weapons, red and blue sides, and lots of electricity ;). This map supports bots, so download this map and go capture that flag!
the several decks included here. Please note that you need to start this via Single Player, it will not work with Holomatch! [b]Requirements:[/b] [url=\"http://eliteforce2.filefront.com/file/TOS_Cruiser;41305\"]TOS Cruiser Map[/url] [url=\"http://eliteforce2.filefront.com/file/Wreckdeck;1898\"]Wreckdeck Map[/url]
though. Get it now :)
with all sizes of block structures, and the lighting is green and purple. The map works with Free For All, 1 v 1, and Solomatch. The map does include Bot support, but adding too many bots may make it crowded in there. This map is definetly unique, so I suggest downloading it and adding it to your \"Salinga\" collection! :)
the Geocomp4, which explains the use of only 10 textures. The medium sized map has an ancient theme, but not egyptian. Basically an outdoor, multi-level main area with many side rooms and a fog shrouded catacombs lower level. Remember, Geocomp map = details = high r_speeds. Not really /that/ bad, but it slows my laptop a bit. Custom skybox by Jaj. Custom textures/models by dONKEY." [/quote] What are you waiting for, download now! :)
least a few rounds. Get to it!
and/or items on the map. Download if you\'re a desi/speciality fan, otherwise these maps are nothing for you.
here is a proper translation of the readme text: [quote]Please inform me in case you intend to use these files, no matter if it\'s only small parts of it! You must not use these files without my permission, every attempt to do so will be rated as mod theft.[/quote]
usually tend to fall off the hull from time to time, which leads to sometimes pretty weird end results. It\'s great for online matches though, the best chance of surviving is either to get a hold of the Photon burst on top of the brigde or to defend the shuttle bay which is the only inner location acessable.
cups were removed, and some of the graffiti has been removed as well. the original version of this file is located here, it is required to use the updated version. [url="http://eliteforce2.filefront.com/file/Ambush;905"]Ambush[/url]
need to repeat myself, do I?
EF2 (old Klingon starbase level). Not much more to say about this really as Salinga keeps the map quality and the balanced item placement on a constantly good level. Download now :D
from FFA to CTF. Check out the screenshots and download this great map :D
nicely themed design make this a definate must-download for every EF player\'s collection. :)
Download now :)
already played Halo 2 this might actually bring up a few memories to some of the alien-base like maps. Download now! :)
Please note though that I tested the map with 11 bots and it got a bit laggy, so I\'d suggest to reduce the player ammount, still will be fun to play then. :)
little surprises. Download now :) Note: This map does not have any music/sound beside the stock ones in it.
map. As the name already says the map is set on a half-assimilated USS Voyager. The two bases with the flags are Cargo-bays, one normal and one assimilated. They\'re connected by a row of partially assimilated corridors and 2 broken crew-quarters. The round corridors have a few very slight texture errors but beside that this is simply a fun CTF map which is as well perfect for assimilation matches. Hope you\'ll enjoy it as much as I did over the last 5 years. -Pille
this unique map to your BaseEF as long as supplies last ;)
sourroundings as that will probably mean your virtual end on this map immediatly. Definately download-worthy :)
does push the engine to the limits, but there are several issues with this map. First of all is the \"rain\" which, quite simply, doesen\'t actualy fall. It\'s just there, in mid-air. I\'m not sure if these are shaders or models, but either way I feel they should not be in the map. The seccond major issue is that you\'ll only get 3 people in this map at once, if your lucky, down enitrely due to model limitations of the engine. Finaly is the lag that you\'ll notice even on higher-end systems, so if you\'re one of those people who are still on the lower-end of the specification spectrum, you\'re pretty much screwed. Yeah, it looks great in stills, but I feel too much has been sacraficed in terms of gameplay for this one. Download if you want.
item placement though, after 10 secconds everybody has a granade launcher or a photon burst. Good CTF map, worth downloading.
brushwork, this map makes for an excelent time on Holomatch. Download now!
Force, and is a true demonstration of just what Elite Force 1 is capable off. Visualy the map is stunning, however be forewarned, do expect lag, especialy on lower-specification systems. [b]NOTE:[/b] You will need to type \"set com_hunkmegs 51\" or more into the console for this map to work.
life though, and that\'s bouncing in the center on the launchpad and blasting bots ;)
bigger. The darker level makes it easier to fall off the structure, however the bots do seam a little more intelligent in this map. Another great Q3 map here for Elite Force.
set on maximum. The map also looks stunning and has some great gameplay. Well worth the download.
map to have a good laugh with a few friends on, but like I say the map isn\'t very big so you can\'t fit too many people on this. The map has bot support, for whatever it\'s worth, the bots have a tendency to fall into oblivon :p Still, great map!
doing much for me though. This map is basicaly just a room with a mirror in it. There\'s nothing really humorous about it, and it looses intrest after about 20 milisecconds. There\'s no gameplay value, or indeed any value to this map, but heck, we\'re short of files these days. Download if you want.
play. They are all capture the flag maps, and feature bot support.
includes RPG features, and the author claims some of the RPG features have never been seen on any other RPG map before, so this might be worth checking out.
actually be used in multiplayer without accessing it via the console, which is rather pointless. There are no weapons or pickups and the map is very small and basic, with some awkward brushwork and some strange blocks of water. For a first attempt I have seen worse, however perhaps some more practice should be done before the next release as this map is missing some basic elements that are really required. Feel free to download and give pointers to the author if you want.
are several things about this map that are rather nigglesome. First of all the scale of the map, to me, is all wrong. The map is large and makes you feel small, especialy so in the large curved corradors. While it may look great, the scale just feels wrong somehow. The map does tend to get repetative too, with the other areas of the map difficult to find, there\'s a transporter that just looks like a device that\'s in the room, and a ladder that is even less obvious. Most of the action will go on in the main arena outside wich is rather small and repetative. The biggest problem with this map though is the lack of bot support, which is, I am sure to many, a great dissapointment for a otherwise visually stunning map. Overall this map does look fairly spectacular and does have some nice gameplay features, however overall this map is lacking in some areas in terms of gameplay.
sure to take place on every level, and still be able to capture the flags and walk away with bregging rights? Don\'t forget the duckNcover stratagy...you\'ll still need it!
is that this map is a demonstration map, so there\'s no weapons, pickups, or anything at all except the bridge of the Enterprise-D for you to look around. The readme instructions are a little bit incorrect also, they instruct you to open holomatch and type \"dbridge\" however you will need to type \"map dbridge\" for the map to load. Also I reccomend viewing this in single player rather than holomatch for an increased sence of scale and visuals. Now, on to the good stuff. This map, although having nothing in terms of gameplay right now, is just visually stunning. The first thing that will catch your eye is the viewscreen, with the moving stars flying past at warp with the borg cube out in the distance. The effect has been done very well indeed and looks perfect. The bridge itself has been mapped out very well indeed with a great use of textures, and with very good detailed models for the consoles and chairs that add to the realism of the map. While this is obviously not complete, what is there so far is just nothing short of amazing IMO, this is a definate download for everybody. Great work!
map makes for a intresting gameplay however the lack of bot support is a bit of a dissapointment, however I don\'t see the bots doing well on this type of map dynamic anyway :p
:) I did notice a few misaligned brushes but nothing major. The map looks good aside from some lighting issues.
to add. Take a peek at the screenshots.
Basically, what you have here is two bases that are seperated by a forcefield. Watch for the next in the series (ctf_Arena3) See the readme for more details.
First of all there\'s now a pool in the center and the center is much bigger compared to Waterway. Also a lot of the indoor stuff has been removed, which is not a bad thing since it\'s often very crowdy in small rooms. The side of the map could have used a little bit more work, for example the water just stops and there\'s no wall or anything. There were a few bugs but nothing too major.
wrong with the good ol\' photon jump either. The center piece could have been made a bit bigger, just to create some more room. Other than that there is nothing wrong with this map and it\'s perfectly playable. Do check it out.
the better maps which have been submitted lately. The layout is very well done as well as the brushwork, I was unable to find any bugs. There\'s an fps problem near the area portal but that\'s not uncommon. Loads of things to discover and it\'s pretty fun, even with 12 players since the map is big enough to support that ammount.
as well. The map is not that large so a maximum of 8 players is recommended. The quad is located on a pilar in the water. There\'s no way, or at least no way known to me, to get it since the water is lethal. There\'s a transporter on either side of the map which of the map which will take you to the area where the flag is, it\'s basically a room with some glass brushes inside. Might be hard to take the enemy flag to your base since the enemy will respawn on the same path as your way back, but I suppose there\'s nothing wrong with a challenge. Some of the brushes are not aligned correctly and they leave some gaps.
arena theme; There are several secrets. The map and gameplay are specifically designed for gladiator mod (no ammo). [/i]
specifically designed for gladiator mod (no ammo).
some hardly noticeable, but still. Striving for perfection is always good ;)
also a wall where you can walk through it from one side, but it\'s solid from the other side, kinda strange but I suppose it was intended to act that way. You are also able to jump over the outer wall and so doing walk below the map. Kind of a bad thing, there\'s no trigger_hurt or anything present that will make the kill.
to look at, but I suppose their only purpose it to house the flag. With that being said, there are only 2 weapons available, the Infinity Modulator and the Compression Rifle.
do not enhance the experience, the skybox is also a bit too close to the map. You might want to try it out though if you\'re interested in something new.
large shield generator as well as computer core.
map provides you with pretty fast gameplay but the transporters behind the flag make it a little too fast, you grab the flag, go through the transporter and re-materialize in the center after which it only takes roughly 2 seconds to score. Kind of hard for the enemy to take back what is theirs. Despite some open areas surrounding the map, you can\'t fall off. There are also a couple of inconsistancies with the brushes but nothing too major. The pool of lava in the center is a bit too small, you can only fall in if you [i]try[/i] to take a dive, otherwise it\'s nearly impossible to fall in. Weapon placement is well done though, the ammount of weapons supplied is perfect for a map of this size. Check it out.
cover, so you're constantly on the move, unless you can duck around the side of the structure. See the readme for more information.
nooks all over if you need to use some [i]duckNcover[/i] stratagy! If you find yourself taking a breather, have a look at some of the posters, I think you'll enjoy them. Enjoy.
bases with a small narrow passage way in the center to move to one or the other. The buildings inside the base pretty much look a bit boring and big but there\'s an elevator on the back which brings you to a level which is very cramped, there\'s no real way to move around fast. The same goes for the passage way in the center. There\'s also a cloak hidden on a brush above the bridge which can be reached by either a photon jump or the jetpack. If you are not looking for eyecandy, this map might just be for you.
In the centre of the map is a large lava pit, and there is a tower at each end. I like the sort of runway lights he has put in near the take off zone. Suffice to say, this map is best for assimilation or holomatch and don\'t jump when you\'re in the planes ;).
in deck 3. You can also climb the ladders back up to deck 2 (except the one in sickbay as it seems to be broken) or take the lift. When taking the lift, there is a little centre screen message telling you what deck you are on (in case you forgot :)). The map is generally of good quality, although I would have liked to have seen a little more work done in engineering. The warp core looks a little rushed, and if you walk onto it you die. Most of the rooms have a little button near the door in case you feel like locking yourself in/out with a forcefield. There is also a few pads on the floor in certain rooms. These pads will give you free items, such as health and armor (think of the ones in the voy1 bases). -Gez-
ago. That map wasn\'t especialy very good, but it did make a good 1v1 map, and a good map for a small free for all of about 5 people, with it\'s enclosed yet open design. This map, as a result, is a lot of fun for you and a friend to play against each other on, on your own little private server if your bored one afternoon. I feel this map is a large improvement on Hazwar, mostly because (oddly enough) the quality of the textures and brush work I am producing here has gone up. I don\'t claim this to be the greatest map in the world, but for my standards it\'s certainly quite good. This is a faithful reproduction of the \"Raw Is War\" WW(F)E stage and arena from the \"Attitude\" era, around 1998 / 1999. The map features the main arena, with Wrestling Ring, TitanTron, backstage production area, locker room, parking lot, and even outside. It even features a small \"Byte This!\" area backstage, where the weekly WWF webcast \"Byte This!\" would have been broadcast. This map is certainly different, and while not nessasarly the best map ever created, not even by a long shot, it is certainly a lot of fun for 1v1 action, and is a must-download for Wrestling fans, particularly of that era.
the map, and a square area directly in the centre. Above this is a floating platform with an X marking on it. On the edge of the ground level there is a little room with windows which you can shoot from. It seems there are some random crates and rocks scattered about in various places. There are several main levels in the map including the ground level, the trench, some walkways coming from the floating platform, a level just under the flag, and the flag level itself. There are quite a few dark nooks and crannies to hide in throughout the map, and a couple of ways to make it to the bases depending on which level you are on. I believe most (if not all) weapons are placed at some point in the map, I didn\'t see many powerups though. You may also notice some ambient sounds of wind and the birds when reaching the higher levels of the map. Bot Support: Yes New Shaders: Yes New Textures: Yes New Sounds: Yes New Models: No
that is to be expected since it would probably be biased to one team. One thing I noticed almost straight away, is that it is possible to jump over the edge anywhere in the map (unlike goldeneye where you couldn't jump at all :p). This makes it very easy to jump from the top levels, down to lower ones. The weapons are placed quite far apart though, so perhaps this is a good thing. The textures used are mostly unique and not that bad - I especially liked the shiny ones :). Although, like it says in the readme, the skybox isn't really canon, and it has obvious edges. So be on the lookout for a skybox patch in the future, and a music patch if we're lucky :). Another thing mentioned already in the readme, is the scale of some parts of the map. You may notice some doors are larger, and some platforms are shorter, than they should be. I also noticed the ladder that would be used to finish the mission in goldeneye was in the centre of the room instead of to the right. There is also a slight gap at the top of the slopes, but again this has been accounted for in the readme already. I'm sure if you have ever mapped before, you can appriciate how difficult it would be to make it perfect though. Gametypes: Free For All, Single Player, Tournament Bot Support: No New Shaders: Yes New Textures: Yes New Sounds: No New Models: No
death. The first thing I noticed when loading up the map was the error outputted in the console by the spectator spawn point. Although this is nothing to worry about since it is just complaining about a non existant target for the view. On to the actual map, it has your basic 2 CTF flags on either side of the map, with a sort of defensive forcefield in front of them both. Throughout the map are some nice little jumppads that whisk you up to different levels. They are the type that shoot you up the side of a wall, and I like them. I had a go at making one once, but it didn't end well. However I am glad to report that these work perfectly. The items are spread out and placed well, a cloak and metaphasic shielding are powerups to make a note of. The structure of the map is also nicely done, with well placed curves, arches etc. The middle level platforms will cause you to start sliding around (by design) so you will have to try to maintain control long enough to grab the items you want and jump off to safety. The texture used here however I did not like very much, since it is basically just a bright white. I guess the effect he was going for was ice, but it looks more like someone let off a white paint bomb over it. I also noticed the skybox didn't look that nice in comparison to the quality of the rest of the map, it is a shame that Sniper didn't go for a custom made one. It is for sure a great map with good gameplay potential though, so make sure to add this one to your permanent collection. Bot Support: Yes New Shaders: Yes New Textures: Yes New Sounds: No New Models: No
or \'crawlways\' that make up a shape something like this: __ __ __ __ | |__| |__| | __ __ | |__| |__| | __ __ Please do not mock the amazing drawings ;) (just check the screenshots instead :p) Weapons this time are as follows: -Phaser Compression Rifle -Scavenger Rifle -Stasis Weapon -Tetryon Pulse Disruptor The Tetryon should prove useful since the alternate fire bounces off the walls of the tunnels. Items include: -Portable Forcefield -Holographic Decoy I found the Decoy especially hard to place in the lack of room. The textures didn\'t seem that well placed as some of the edges were not aligned. New Textures: No New Models: No New Music: No New Sounds: No Bot Support: Yes
with some little \'alcoves\' on the sides. There does not appear to be any noticeable bugs with it though so that is a plus. It is DuBois\' first map, and it shows :) However, visual elements aside, the gameplay could be interesting if you can come up with some players. Weapons: -Phaser Compression Rifle -Scavenger Rifle -Photon Burst Items: -Personal Transporter -Holographic Decoy Personally I wouldn\'t download it since my baseEF is already full up, but perhaps you will. New Textures: No New Models: No New Music: No New Sounds: No Bot Support: Yes
pack[/url] by IAmACup. Inside you will find 13 \'crap\' maps, each with its own gameplay. Most of the maps make use of jumppads instead of misadventure triggers when you fall into the sky. I have made several screenshots of each map (see below). I particularly like the last one (called jumpy) which has a kind of stargate which whisks you across the map into the other base. Some of the maps seemed a bit pointless, and some seemed rather long winded in getting to the other end of the map. However I\'m sure with a full assimilation server, they would be just as fun as the rest. Download now if you play assimilation every once in a while.
nice skybox. Each base is facing the other, and to get between them you must strafe down the walkways being careful not to fall off since there are no edges. The bomb spawns in the centre of the map, which is set in a slight dip compared with the bases. The actual bomb platforms are set down slightly in the bases as well, which is a nice touch (see the screenshots). The centre of the map also gives way to two other walkways leading to transporters. These transporters will each take you to sniping boxes. Also in the centre of the map (but very high up), is a platform that holds a quantum weapon enhancer. To reach this however, you must use the provided jump pads at the edge of either base. Near the above mentioned jump pads, are some voy1/2 style bunkers which you must use nothing but your skill, to reach the top of. If you do, you will find yourself with a nice arc welder. The map is quite simple in design, but very fun (a bit like faceoff). It fully supports Bomb Diffusion, CTF, Qball and most other gametypes. Definately download it! New Textures: Yes New Models: No New Music: No Bot Support: Yes
with some nice new textures and all new gameplay. The most obvious difference you will notice is that the bases have been completely reversed (hence the title - Reflexion). Each base now has its rear side facing the other base, with a small wall separating them both. To get over the wall you can use the two jump pads that have been placed for you, or go through the transporters that used to bring you onto the small bunker in what used to be the centre of the map. To get to the small bunker, which is now next to your bomb base (or flag in ctf mode/qball goal in qball mode) you can enter the transporter next to where the flag used to be in voy1. Another change you may notice is that the pits have doubled in depth, so now you can safely hide inside them! If you explore enough you will notice they take you to an underground tunnel which connects the two bases and houses a quantum weapon enhancer. If you are rather unfortunate, you may fall off the side of the map, since it is no longer clipped - look out, it is a long drop. :) Although, that is good since it will give you time to admire the beauty that is a new skybox (check the screenshots). The map also includes some cool music by the artist of The Matrix\'s soundtrack, be sure to check it out. There are also some secrets in the map, but I won\'t spoil it ;). Oh, and the floor is slightly reflective :P The map fully supports [url=\"http://eliteforce2.filefront.com/file/;52430\"]Bomb Diffusion[/url], CTF, [url=\"http://qball.thewizclan.com/\"]Qball[/url], and most other gametypes. New Textures: Yes New Models: No New Music: Yes Bot Support: No
including the arc welder. Health seemed in a bit of a short supply, I guess you'll just have to dodge well :). There is a cheering sound coming from the stands towards the edge of the map, which is a nice feature. There are also some very undersized trees or bushes, which you can jump on top of, they don't look that great though. This map is for only for Single, FFA, TDM, or Tourney gametypes, and does not support CTF. So if you're ready for some free for all action in the arena, go get it now! -Gez-
(w00t) and has nice rounded and textured corridors. The rooms are not a let down either, they are nicely sized in comparison with the ship. I noticed there is only one weapon included (compression rifle), but then again, a photon launcher would be a bit crazy in the confined space. There is also a detpack next to the very small warp core (never a good thing :P). The only bug I noticed was a small gap in the top of the wall that is looking out to space. Map Name: usstexet Recommended Players: 6
there is a jump pad, leading to a transporter, leading up to another jumppad (and hole in the wall), and another transporter back down to the start. There are no sniper boxes this time, but perhaps you can run along to the upper edge of the map, or aim from the top of your base instead. The fps this time wasn't bad, so give it a download.
based on a ship called the Alpha Centauri. It looks small at first, but when you've been playing for a while you will notice the sheer number of rooms and areas included in this map. It also has several small shuttlecraft, one of which lowers out of the shuttle bay. Rooms include: the bridge, an elevator, an engine room, an airlock, an armory, a shuttle bay, and a cargo bay. You can also jump about on the outside of the ship which is quite cool. There is also a sort of jeffries tube type place to crawl in. Downsides of the map include: small missing textures, some narrow hallways, and some low ceilings.[/quote]
contains a great number of rooms including crew quarters (with bathrooms), transporter room, engineering, sickbay, the bridge, offices, the brig, an empty mess hall(?), and what looks like an astrometrics of some sort. On the bridge you can turn the viewscreen off and on, and in engineering you can activate/deactivate the warp core or raise a forcefield around it. Other forcefields can be toggled off and on in the brig, sickbay, transporter room, and on the door to engineering. I noticed quite a few missing textures and there is a HOM effect on the transporter pad. The map also has been compiled on novis, meaning everything is lit the same, which is a shame. There is no levelshot either. Not bad for a first try though.
corridor. It has one weapon (compression rifle) and lots of other items such as detpacks, metaphasic shielding, health etc. It is a shame that he did not compile the map with light since it doesn\'t look very nice now. At least he managed to package the zip and pk3 properly :D. Recommended Players: 5 Map name: micronstation
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also has several small shuttlecraft, one of which lowers out of the shuttle bay. Rooms include: the bridge, an elevator, an engine room, an airlock, an armory, a shuttle bay, and a cargo bay. You can also jump about on the outside of the ship which is quite cool. There is also a sort of jeffries tube type place to crawl in. Downsides of the map include: small missing textures, some narrow hallways, and some low ceilings. Gez.
most noteable changes (as outlined in the readme) are: - Less detailed (faster gameplay) - Better bot support (When used bots you'll find them all around the map) - Lights - No background music - New area's If you enjoyed the first Miami map you will probably like this one too (as long as it wasn't just for the background music :)) Review of the original Miami: [quote]Great map by Oblivion. Simply, a city beach place with a few secret passage around. The Flag path are a bit hard to find, and people not knowing the map can get stuck in the middle where the road is. Many easter eggs and stuff to destroy. :) Surely a map to add to your BaseEF. New sound, textures, shader, etc... A few rooms are hard to understand what they are, while the museum is really a nice touch. Taxi cabs don't know how to drive... And don't be surprise to be run over by one. :D[/quote] -Gez-
an improvement. The extra trench in the center of the map is a nice addition.
tubes on each side which are basically a jumppad and they will shoot you to the other side of the map. When you touch the bottom of these tubes you will hear a guitar sound - each tube has a different sound. Right before the keyboards are a few floating platforms which you can use to get the quad in the center of the map. The black \'crosses\' on the floor are cussions which you can use to safely jump down. It should be said that this map requires the 1.3 mod/patch. Things may not function properly without the mod.
scattered missing textures, and lots of errors in the console to do with shaders. I also think that doors with small buttons stuck in a corner to open them are annoying. Apart from this, the map is well designed and looks like it resembles the picture of the shuttle. I was a little disappointed that there was no warp effect. Standard photon firing noises and other sounds are included on the consoles. There is a forcefield that can be toggled on and off in the back room around the diagnostic bed, however it stops anyone inside from moving at all, it can also be switched off from inside - which kind of defeats the purpose of a forcefield.
rooms, the cockpit and some sort of recreation room behind that. You are able to use a few console but that's pretty much it. There are however alot of models included, they do make the back room look a bit cramped though. Also the door connecting the 2 sections does not open at the same time. One half opens, then the other remain closed until you shoot it or go through. Apparently there are some nice effects outside the shuttle, but they were invisible to the naked eye simply because those textures are not included. Oh yeah, almost forgot, there is no levelshot either. There are 3 songs included in the pk3 which can be heard pressing some console. However the songs are in wave format, which makes the filesize incredibly huge. Download if you want.[/quote] The crashing problem with the music console remains, but he has listed the missing textures in the readme: [quote]>some from Enterprise 2 or 3 >Some from Elite Force EXp(the stuff outside window is space from the common folder) >Some from Salem or Poseidon[/quote] There is still no levelshot.
connected by walkways, with each new level containing a new powerup or useful item. In the main room there is a big model/construction of some kind :) I don\'t like the lighting too much myself, the model in the centre is invisible on top and I noticed a small bug with the skybox at certain positions but apart from this, the map is well made.
missing consoles etc. This is most likely his first map, download if you like.
map uses textures mostly see in klingon maps - a nice change from the voy ones I have to say. There are multiple levels on this map, linked by stairs and lifts. Both sides meet outside in a section hovering above a lava pit, with an odd powerup or two. Above the walkways, are some nice lights, and scattered throughout are flame torches colour coded to the side of the map you are on. Near the top in this section is a spyglass style glass wall, perhaps you can do something fancy with the photon to get past that. It would have been nice to see some weapons in this map other than the phaser, however as the readme states, the map is designed for disintegration and specialties modes only. I couldn't find any overlaps or missing textures, so that's good, the lighting could do with a bit of work, but thats nitpicking. The map is rather large, I would suggest at least 8 players at any one time to enjoy it to its potential. The map also includes some nice music to listen to while you wait to respawn :) Obviously a lot of hard work has gone into this map and I would like to see it on some servers very soon! Go get it now (if you ignored my previous advice). -Gez-
have been nice. It\'s a bit hard to get up to those 4 pilars on the ground with the powerups on top but with a bit of practice it should be doable. The weapons/powerups are very well balanced unlike some maps. There are just enough of them to make for a fun game. Like the readme states, it\'s suited for no more than 6 players. I did notice a few minor console errors but they\'re trivial. Check it out.
that problem. Also the boring grey tiles have been replaced with a peachy new one. The normal grey textures have been given a little twist which makes them look much better. There\'s an entire area just below the map filled with lava. I guess one of the screenshots kind of spoils how to get there. This is a nice addition to the map, not to mention creative. Of course the good old junksky was getting a bit boring so that has been replaced with a much cooler one.
to use a few console but that's pretty much it. There are however alot of models included, they do make the back room look a bit cramped though. Also the door connecting the 2 sections does not open at the same time. One half opens, then the other remain closed until you shoot it or go through. Apparently there are some nice effects outside the shuttle, but they were invisible to the naked eye simply because those textures are not included. Oh yeah, almost forgot, there is no levelshot either. There are 3 songs included in the pk3 which can be heard pressing some console. However the songs are in wave format, which makes the filesize incredibly huge. Download if you want.
through, and around the building to reach the two flags on either side of it. By each flag is an elevator and a transporter. The elevator is shaped around a tower and will bring you up to the flag from the level below. The transporter will take you down to the lowest level. Also near the flag is a large door that can only be opened from the other side using a button. The passage behind it will take you directly past a photon burst to an identical door and the other flag. The lowest level of the map reveals another pathway to get under the building, that consists of floating platforms of which you must jump from one to the other to get across, a quad resides in the centre. There is two mini huts on either side here that contain a transporter taking you to the highest point on the map - on top of the main building. Here you can find an arc welder, some armor, and more importantly the metaphasic shielding. You can also reach this point by getting one of the anti-gravity packs located on the higher walkways. Some jumpads also reside on this map by the lower/middle walkways, taking you up to higher walkways and sending you shooting across the map, a bit like in the map \'Astro\'. You really have to try this map out for yourself to see what I mean, it even has some cool music to keep you happy. I would like to see this one on some servers :). Review by Gez
different items on each (decoy, forcefield, quad, etc). I noticed the developer forgot to include mirror entities for these, so if you look at them you will see the HOM (Hall of Mirrors) effect. By the wall are some posts labeled 'Strafe' and 'Borg Jumppads', these are the other main areas. By passing under the posts labeled 'Strafe' you will be transported to a sort of strafing race track. It is a very long and boring run to the end, so get that finger soothing cream ready. By shooting the button called 'Start button' (which has a missing texture on it), there will be a small countdown with exploding grenades, followed by the text 'go go go', at which point you're supposed to run :). If you happen to fall over the sides here you will be transported back to the start, so..don't do that :). On the long trip ahead, lays some arc welder ammo, and photon bursts. At the end you will find another set of posts, one will bring you back to the start, another will transport you to where you already are (the finish) and the other will bring you back to the 'Menu'. Back at the menu you can pass under another set of posts labeled 'Borg Jumppads' to find yourself in a room with borg walls, a borg tower, borg platforms, and (you guessed it) borg jumppads. This room seems to be full of textures that you can see through one way but not the other. There are three ways you can get to the top of the tower. The first (and easiest) is to nip through the posts labeled 'Finisch' (yes I can spell finish, they can't). The second way is to take a long trip up the winding tower walkways, and the third way is to use the borg platforms and jumppads to fly up and up until you reach the top. There is nothing of interest at the top, except yet another set of transporter posts, taking you to the menu and the start. The levelshot lists the settings the developer wanted you to use: g_gravity "800" g_speed "300" Give it a download if you feel like testing yourself (probably not for experts). Review by Gez.
make it a bit confusing. It\'s kind of hard to explain this map so I suggest that you better check it out for yourself. On the bright side, I couldn\'t find any misplaced brushes or overlapping textures, although there were some errors in the console. Still, this does not bring down the quality of this beautiful map.
you need the actual PK3 files to see the correct textures, but they are easily found here on EFFiles. These are some excellent maps and should provide a great study tool or a start for a mapper. Thank you, MajorTork and happy modding!
quality and have an interesting, yet good looking, texture. Both flags are sort of placed underground in a room. There are really only 2 ways out of that room which is not a lot but should make up for a challenge. Of course the are alot of other corridors and interesting stuff like a huge \'tower\' in the center. It\'s meant to be some sort of a sniper platform and you can reach it either by a ladder or transporter. The stairs next to the flag kind of prohibits fast capturing. Also the custom sky is interesting. I really like how the lighting is done, there are a few spotlights which are always nice. The only thing that bugs me are the jumppads. You really need to jump on them in order to get launched if you know what I mean ;)
corridors in the first map look pretty cool. It\'s somewhat different from the starfleet style and it makes them look good. Also the crew quarter has some interesting useable features. I\'ll won\'t spoil them. It\'s a pretty basic room with a bed and a couch, nothing fancy. Now the second map is somewhat interesting. I think they\'re basically 2 holodeck programs, a shooting range which doesn\'t need any explanation and a crashed shuttle with some lava. This is just a preview but some of the textures were missing. Nevertheless I have to say that it looks very promising. Check it out!
good idea to avoid them. I thought the arches on the walkways were kind of a pain in the behind. It really limits the fast pace on this map but this might have been done intentionally. Too fast can be bad for the gameplay. I kind of liked the overall design especially those huge rocks in the center, they prohibit people from shooting you from the other side of the map and they look cool. Everything looked sort of bright, I mean there could have been a lot of interesting things done with the lighting but this is nothing special. There\'s even a soothing breeze in the background and a custom sky! I would recommend 4v4 since the map is not that big and it could get a bit crowded. Still this map is worth checking out.
ship and a borg cube. Also a Borg sphere flies between the Federation ship and the cube. This provides an easy way to get to the other ship, although there are plenty of jetpacks lying around everywhere. Basically the Federation ship consists of the bridge and some surrounding corridors. The borg cube has quite some corridors and rooms which contain nice little goodies. Should make for a good assimilation map :)
along, but all in all a fantastic job :thumbsup: worth the download.
has turrets in it, which are really more of a nuisance than an actual threat. The seccond maps is The first ever Multiplayer terrain map released for Elite Force, this map is pretty big. Its among the largest Elite Force maps. There are two fairly small bases, as well as three lakes. The biggest lake has a bridge going across it.
will usually shoot you to the closest platform, but sometimes they will launch you accross the map. Each platform has some powerups or weapons. It may take some time to get used to the map but the gameplay is cool. This sort of reminded me of Quake 3. Nevertheless you can see a great ammount of time was spent perfecting the map. On the top is a transporter which will give you a jetpack. A lot of new textures and sometimes they are reflective and I couldn\'t find any that overlapped :) . Finally a map with a cool sky, usually people use the \'junksky\' but this map features a custom sky. It looks nice. Perhaps the map is a bit too big, there are some areas that are useless. I thought the music was kind of bad. It made everything very boring and let\'s face it, repeating 26 seconds, which is the total length of the music, for 30 min will eventually get boring. Not that big of deal, you can easily disable the music.
basically this is just to show you what\'s been done so far. Nevertheless, I thought the bridge was sort of lacking a certain feeling you get like when you walk over some of the other rpg map bridges. Tenacious currently has only a few areas but he\'s working on the rest of the ship. You currently have the bridge and the directly surrounding rooms like the briefingroom and the ready room. The doors leading to the other areas failed to work properly and I thought the overall map was kind of small. I\'m not talking about that only the bridge and the surrounding areas have been finished but the dimensions were kind of wrong. Everything just feels to small.
for serious gameplay. These maps work best with assimilation. Some of the maps don\'t have or hardly have any textures since no textures are provided in the pk3, there is no levelshot either. The textures that do appear are crap :) One .map file is included - crapjet - so you can check out how things are done and perhaps you can even create your own maps. Be sure to give credit where it\'s due ;) I\'m not going to write an individual review for all 14 maps but I\'ll pick some things out which I consider worth mentioning. crapcarcrash2 is a long road where 2 cars come from each side to ultimately crash into eachother. There is even a wreckage left after the crash. The road is a bit long but otherwise the crash would be very quick after you\'ve stepped inside the car. Now crapjet is a very cool map. It\'s basically 2 small airports with some lava between them. A plane flies between them and you can actually go inside the airplane. You should really check this one out. The next one I would like to mention is crapmaza, unlike most mazes this is actually a maze and it\'s very hard to find your way through it. It\'s also a pretty big maze and you can get easily lost. Last one on my list is craprocket. By pressing the little button next to the launch platform you can launch the rocket into space and you can play a real astronaut! Ok, I lied about the astronaut, but you can still go with the rocket by climbing onboard. Those who are not fortunate enough to take part in the journey can watch the launch in the building next to it on a big screen tv :) Those maps which I did not mention are also worth to check out. This map pack really belongs in your BaseEF so download it and give it a try. I doubt you\'ll be disappointed.
center. They kind of change the balance of power in this map. The ramps in the center are kind of redundant and they slow down the fast pace. Anyway, I hereby wish the DG clan a happy 1st birthday :)
quarters and a messhall. You can only get into a room by pressing the little buton next to the door with the use key. I do believe the corridors are a little narrow. Even though this is a beta, some of the textures were missing. Most notably the texture for the outer hull. It really takes down the quality of the overall map. It looks very promising though. It may take some work but it can be a great map.
look. Everything has been built completely from scratch and are designed to represent the original maps. Check out the screenshots and you'll know what I mean. You'll notice there is a lot more open space for you to lame around. Might create opportunity for some action. Now there are not really any negative things about these maps. Check it out and take a look at the screenshots.
and the walls are somewhat boring. A lot of weapons and powerups have been added, perhaps a bit too much. There are some secrets but they shouldn\'t be too hard to find. 6 vs 6 would be an ideal ammount of players for a map of this size. Some of the ladders were missing a few rungs. The thing that struck me as awkward is the fact that each team has 2 flags. I mean, what is that about? I did find quite a lot of overlapping brushes and some misaligned brushes but most of them are hardly noticeable to the untrained eye.
There are two turbolifts to get inside, but they won\'t take you anywhere at the moment . Instead, you can use the jeffries tube to get down to Deck 2 (though I noticed the textures said I was going to Deck 10?) where there\'s a bit of the Mess Hall started. Overall the map feels like it\'s been put together from various Voyager pieces (places like the bridge have been edited to change the style around). The only thing that felt wrong to me, was that Deck 1 was a bit large.. felt more like a ground-based facility rather than a spaceship. Since this a Beta, I\'m sure the authors wouldn\'t mind some feedback on what to improve/add
looks great. The blue base is located at the surface and the red one below the surface. A transporter is the only way to travel between the 2 bases. The blue base has the cathedral and some sort of a shrine building. Some trees and stuff like that have been added to make it an interesting enviroment. The blue flag is located right behind the Deltaflyer. After going through the transporter you'll land in the dungeon of doom otherwise known as the red base. There are some doors that open and some are locked. Powerups have been added behind almost all doors that do open. The red flag is placed at the back. Get back to the blue base by means of the transporter in the center. I would suggest no more than 8 players on capture the flag and 10 players FFA. I'm sure I had some more things but I can't remember them right now, oh well.
least it\'s something different for a change. The weapon placement is not that great but perhaps that\'s because I am used to the original faceoff. Some pilars have been added just for the fun of it. Aside from the 2 sniper platforms in each base there are also 4 sniper boxes in the center which of course can be reached by means of a transporter. It\'s kind of a shame that you cannot jump back on the map from the sniper boxes above the base like faceoff. Unfortunately the FPS is kind of unstable. It\'s not that bad but it could be fixed with a little work.
runs on electricity, it is only logical that the track is lethal. There is really one path to the other base which is kind of a bad thing in general, but it is probably unavoidable in this case. When riding on the train you will notice that movement through the train as it goes is just like the real thing, jump and you will fall to the back. When entering the station area it stops for quite a long time, maybe a bit too long. This prohibits a fast way to escape. The red base is not bad although a bit blocky. The blue one is a bit boring, there\'s not much to see and it\'s also blocky. There are a few overlapping textures and the lighting is nothing fancy. FPS is bad, it\'s very unstable.
Same as Para1, gravity jumppads have once again been included. I think they are one of the better things that the 1.3 mod brings. Those doors are pretty amazing how they open and close. I know this can only be achieved by means of the 1.3 mod since the doors do not work in 1.2 Brushwork and lighting are also very well done. It adds a nice touch to the map. I think the screenshots can explain it better than I can
spaces. Apparently it is situated in some kind of mountain or rock. Those gravity jumppads are cool, a little twist from the normal jumppads but twice as fun. There has been played alot with gravity on this map, gravity changes all over the place, I kinda liked it. Couldn\'t find any bugs are overlapping textures. One of the first 1.3 maps, give it a try ;) Found some more bugs in the 1.3 update mod but they are not specific to this map.
difficult. Not sure what this map has to do with assimilation. Give it a try.
right into...you guessed it right...a pinball machine. Each team has their own machine and are connected by means of a transporter. I\'ll start with the outside of the machines, they have been given a lot of detail. Be sure to keep your wallet ready \'cause every ball is 50 cents ;) There are platforms up in the air along with some jumppads to quickly maneuver around the map. It is advised that you stay on the platforms, falling off will result into death. The sky is elegant in its simplicity, stars with Voyager and a Borg Sphere. Inside the machines is where the real action takes place. All of the surfaces are slick which make it difficult, but also fun to roam across the map. The bumpers will shoot you around the machine. Alot of goodies like powerups and weapons have been placed around so it\'s hard to encounter the enemy team and not have a weapon. It\'s hard to shoot enemy players because of the slick surfaces but practice makes perfect :) The brushes are all very detailed, take a look at the screenshots and you\'ll know what I mean. There are some corridors like the Borg Tunnel, which makes you move around insanely fast. This map is suitable for 8 vs 8 players, maybe even more. All in all, Pinball is a very cool map that deserves a download. The beauty alone is reason enough to get it.
instances of hexagons all over. The map really seemed like a maze to me. I loved how there were so many walkways and elevators and halls that all connected together; it all worked very well. My only gripes would be that it\'s hard to identify which base your are in (in CTF mode). The only indication of the base colours are two lights in the middle and, ofcourse, the flags. I often had no idea which base I was transported to, or sometimes even forget which base I was roaming around in :D. I did notice my framerate dropping as well. As long as it remains above 50 I usually don\'t mind, but seeing the size of this map, perhaps some more optimization is needed (or compiling the map in fullvis compared to fastvis). My last gripe is the ammo placement. While it certainly is fun to not have to scramble for only 2 ammo\'s per base, there is some challenge in having to kill for your ammo ( }> ) and perhaps having so much ammo lying around might lead to some big power struggles. I\'d definitely recommend checking this out. The layout and the structure of the map might be worth a peek; however, I\'m not sure how well this would fare in an actual match. [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]Game Types:[/b] CTF, THM, HM
overall map is huge, the house is pretty damn small. It is very difficult to walk around through the house. All the corridors and doors are just a little bit too small. The flag is located on top of the house and can only be reached by means of a ladder. There are 2 identical bases connected by some sort of a bridge. The doors that lead to the bridge has a Doctor Chaotica sign on them. It is not wise to fall off the bridge since that will result into death. Some weapons are placed here and there. I can\'t say that the map was fun to play. It is a little bit boring, but hey, if you are into that sort of thing then this map could be alright.
inspiration from Becks beer. The map is fairly simple in design and the brushes are filled with textures of...yes, that's right, Becks beer. The map is not that bad, especially if you like beer, but it's not that great either. Everything is more or less placed in square blocks. The pools of water are nicely done, they have been given sort of a 'gold' color so it seems like you are actually swimming in a pool of beer. I hope the author realized some people get drunk easily ;) After looking thoroughly for about 15 minutes I found some secret rooms. There is not much to do in those rooms so they seem a bit redundant. There is one error in the console, so compared to other maps that is not alot. It shouldn't have been that hard to fix it though. In my opinion one error is one too many :) The map lighting is a bit bright. Look at the screenshots if you want to see what it's like. I would like to extend my review, but the truth is, there isn't anything more to say about this map. Download it if you like.
around, enviros or golden shields if you will are present in huge numbers. Quickly get one before you run out of air! The design of the map is interesting, some sort of buildings are placed here and there, traps are of course also present. It takes quite alot of time to get from one flag to another so it might be a good idea to keep that air supply fresh :) Turrets have the ability to kill you with a single shot, might want to watch out for those tricky little suckers. Did notice some overlapping textures here and there. All the grey was kind of boring but that is just a matter of opinion. Seeing as this map is huge I would recommend at least 12 players.
to it. You can\'t fall off the map. If you jump overboard a transporter will transport you back to the map. A secret weapons room has also been included. It shouldn\'t be hard to find. Did notice some brushes were not aligned correctly but that is just a nitpick.
it. The castles itsself are actually pretty well done. The flag is placed in a little tower on the castle which can be reached only by jumppad. Some weapons are placed near the bridge. At least this map doesn't have an overdose of power ups like some of his other maps :) Worth to check out
holds the flags. Borg(?) textures have been used throught the map except for the flag room. It\'s a fairly simple map, nothing fancy. Download it if you dare.
texture. You are also able to stand on the little ledge above the transporter, which means you can easily eliminate hostile forces exiting the transporter. Six pilars have been placed next to the main walkway which lead to the pyramid. The pyramids are quite big and only have one room just below the top which is where the flag is placed. Some powerups have been placed on top of the pyramid, but honestly, 4 enviro\'s (golden shields) is simply too much for a map of this size. The sky could have been replaced with a more appropriate sky i.e. a desert. Noclip textures have been added around the entire map which make it impossible to fall into the cold depths of space. Kinda disapointing. When I play a map surrounded by space, I like the ability to fall off. Like the filename indicates, the entire map is textured in the \'proven\' voyager style. Download it if you are interested in pyramids.
the enemy flag. Some turrets have been added to make it more exciting. Although with the speed you are moving through the map makes it difficult for the turrets to hit you. Lighting is alright, maybe the room in which the flag is placed could be a bit dark for some. Check the screenshots, I took the second pic with brightness set to maximum. Recommended for 4, maybe 6 players.
all of a sudden. The room with the spawn points has several exists, all lead to the arena. Some turrets have been added just for the fun of it and they are very lethal, one shot kills. This basically describes the whole map. Check it out sometime
map is a walkway though you can\'t strafe jump accross it since the ceiling is very low. People would probably avoid the walkways since there are not many useful goodies to find. The submarine is placed in the center and it is a well designed model. Of course the first thing you will notice when entering the map is the reflective water. Reflective water has not been used before to my knowledge and it is something to be proud of :) You will immediately notice an fps drop when looking at the water, while the drop is not that bad it may seriously affect people with older computers. Fortunately the mapper has foreseen this and has added a light version of the map to the pk3. Look in the readme for instructions on how to load the light version. No overlapping textures were to be found, come to think of it, I could not find any overlapping brushes or other bugs Like every good map this one also has music, The Hunt For The Red October theme. Perhaps this classic movie inspired to create this map :) There are many creates and other things to take cover but considering it is not a big map and it only has one room you shouldn\'t play this with more than 4 - 6 players. Not many weapons are included. The map is more an eyecandy than a fragarena, both could be combined :D No bot support has been added although the people who would like bot support could do it themselves. It\'s not that hard to do. There are some tutorials on the site which may help you. Use the search form on the upper left corner.
about 18 MB and it lasts about 20 min. This solves the problem of ingame music being repetetive. There are some bugs like overlapping textures and as the readme states, they are left in intentionally. Be sure to look around for one of more secrets :) Chickens lay eggs, take a ride on the chicken go round, chicken transportation vehicles are just a few of the features. The map will make you go on a trip down to memory lane. The car from Knight Rider, KITT is present. Doesn\'t that give back joyful childhood memories? :D If you experience any problems with the sky like the sky not being drawn because the sky can\'t be loaded, you need to delete the BOD maps which will solve your problem.
could be fixed very easily. The map is housed inside a cave, split up in several rooms, corridors and some secrets :) Supposedly, there have to be flags but I couldn\'t find any. The readme is saying nothing about capture the flag but the game says it is. By playing the map you will get an overdosis of powerups. There is a huge amount of powerups, every single one has been included. The secrets have more powerups on top of it. Lighting could have used more work seeing as some places are very dark and other are very bright. Some kind of shrine is displaying pictures of [evil] members on the wall. Suitable for 12 or more players.
familiarized yourself with it. The only purpose this map has is to annoy other people and it is doing a fine job. While time constraints prohibited me from fully enjoying the map I did explore most of it and I believe the map is truly in it\'s element when several people are playing, it is just not possible for someone to do everything solo. Usable brushes are there to inflict pain on the other players. The maze is nicely done. Raichu has included the .map file for those wanting to know how something is done/not done. This could help you if you are ever planning on making a map with usable brushes. I suggest you check this out for yourself.
the enemy team to enter your base with one or two seconds. The flags are placed at the back and on the \"2nd floor\". There is a ladder next to the flag which makes it possible to go up on the roof, this provides an effective way of a quick escape once you have obtained the enemy flag. The barns are pretty empty, there is really nothing in them aside from a weapon and a powerup. Would have been nice to see some creates or something else lying around. The window above the entrance door has a quad placed in the opening, each barn has a quad. 2 quads do too much damage for a map of this size, no quads would have been better. Behind the barn is a transporter which transports you to some kind of room. it\'s only one room with not much in it either other than a detpack and some ammo. The texture for the walls is from ctf_oldwest. There are some overlapping textures but they are hardly noticable. So in short, small map suited for 2-4 players.
powerups at the bottom. There are too many weapons and powerups for a map of this size. It's very easy to keep someone stuck in their own base since there is only one way out of the base, which is through a narrow opening. The base itsself is well done and i'd imagine it would look even better if everything was two times bigger. Try as I might, I could not find any errors or overlapping brushes. The hills could have used some more work, you can clearly see the edges of the brushes. There is one thing that struck me as awkward. Apparently there is some kind of Stasis weapon fired between intervals. You can't really see it and it doesn't do any damage either. I fail to see the purpose of it. The map however does contain BOT support, that's always a good thing. The screenshots show the whole map. Not recommended for more than 2-3 people simply because there is not enough room.
map is not that bad, especially if you like beer, but it's not that great either. Everything is more or less placed in square blocks. The pools of water are nicely done, they have been given sort of a 'gold' color so it seems like you are actually swimming in a pool of beer. I hope the author realized some people get drunk easily ;) There are several corridors After looking thoroughly for about 15 minutes I found some secret rooms. There is not much to do in those rooms so they seem a bit redundant. One room however gives a word of advice, I'll let you people find out what it is. There is one error in the console, so compared to other maps that is not alot. It shouldn't have been that hard to fix it though. In my opinion one error is one too many :) The map lighting is alright, nothing fancy. Look at the screenshots if you like I would like to extend my review, but the truth is, there isn't anything more to say about this map. Download it if you like.
surprise* two landing pads, that serves as the main focus. You\'ll also find two of the most powerful weapons here (Photon and Welder) with plenty of ammo. However, this isn\'t all there is to the map. On opposite sides are sniping towers appropriately equipped with the IMod or the Rifle. There are also two corridors running along the other two sides (this is also the only area where you can possibly get some cover). The map isn\'t clipped at all, so you can get on the ledges, climb on the walls... you can even jump off the map into space if you want, except that you\'d die so best to avoid that situation ;) This map is definitely a pure free for all. It\'s a very simple layout yet there has been thought given to the elements within the map. I\'d imagine with many players it can lead to some chaotic fun! [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Models:[/b] No
(hm_octagon) Overpowered Arena (hm_overpowered) Overpowered Arena 2 (ctf_overpowered2) Polar Arena (hm_polar) Phi Station (ctf_phi) Psi Station (ctf_psi) Sea Faceoff (ctf_seafaceoff) Sea Faceoff Qball (qb_seafaceoff) Xi Station 2 (ctf_xi2) Xi Station 2 Qball (qb_xi2) qb_seafaceoff.cfg (Qball script) qb_xi2.cfg (Qball script) [/quote] Great maps, for a great frag. A definate download
bit, thanks in part to his improved mapping skills (after two years, it\'s inevitable), so both newcomers and old timers should enjoy it.
up, I got the same feeling I had when reviewing ctf_ricochet. This guy is also a first time mapper, but you would NEVER guess it. This map will make an [i]excellent[/i] addition to your CTF arsenal! One thing to be aware of is that transporter pads are used as jumppads, and the transporter chambers at the top of each base don\'t seem to do anything, so don\'t go running yourself into a corner expecting to get beamed out.
-- the full building would be far too big to map accurately. I\'ve tried to reconstruct the interior based on the little we see of it - but it\'s probably not accurate. It does, however, include a lobby, several offices, sickbay, stellar cartography, officer\'s mess hall and a briefing room, as well as a secret area ;) [/quote] I can see that you have some really good ideas for interior design, you just need someone to show you the ropes. Here are few helpful hints: 1. Doors don\'t usually go floor to ceiling. Take a look at the doors in your house and note the space above the door (usually 12 inches or more). 2. Learn how to connect your doors together so that double doors open at the same time. There\'s two or three ways to do this, each with their own advantages and disadvantages. Look forward to seeing more maps when you\'ve improved your skills a bit.
high-speed by now right?
as maps) so that you are more aware of what you are agreeing to by downloading these maps :) Original review: A great map set high in the sky with platforms and catwalks and two towers. There are some moving bridges and lifts that move fast so time your landing. The default gravity for this map makes it excellent in low grav training. This map dosen't use many textures and is not much to look at as far as beauty or pizazz, but boy is it fun. There is a small runabout that circles around the top of the map. There are plenty of weapons, all the standard ones, and some good items, Metaphasic (Gold) Armor, Health, lots of Ammo, Jetpacks, and other eye candy. The platforms and bridge sections are set in the right places. This is an awesome map, nothing like Angel City or BOD Bay37, but it's an excellent map especially for low grav training and just plain old eye-and-hand coordination. Don't worry if you fall to the bottom, the runabout will beam you out before you fry in the atmosphere. [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Models:[/b] No [b]Note:[/b] This is the SIT format, Windows users can download the EXE format from here: [file]26889[/file]
regarding any issues, either with files or otherwise. Pro-Filer is extremely busy and quite often things slip through the cracks. Also do NOT rely on file comments, since we don\'t always have time to read them.
episode, I am sure that this is an excellent replica. Take heed however that this map is intended for a small number of players, but there\'s still a decent amount of stuff to hide behind.
weapons abound and jumppads are the preferred mode of transportation. Mind the forcefields and your fellow bouncing players. You snooze, you lose. I hope to see this map on the CTF servers that are still out there keeping this great game alive.
buildings in it. The buildings are mainly large cubes, and most you cannot go inside of (you\'re mostly fighting on their roofs). You can enter one of the longer buildings where you need to climb up to the second level in order to get around a large wall that\'s blocking your way. This takes you to another room with a large picture in it that serves as a transporter. This takes you to yet another maze-like room where you again walk around seeing many Star Trek pictures hanging on the walls (not to miss the catchy tunes in the background ;)) and again some of these pictures serve as transporters to take you back to the main garden area. The garden is pretty plain and has a bunch of trees occupying space. This is also where you\'ll find almost all the weapons and ammo (they\'re all rather spread out too so you\'ll spend quite a bit of time walking from corner to corner to get some good weapons). For CCD\'s first map, it\'s not too bad. There\'s definitely a lot to improve on. Textures for one could have been chosen and used better, currently there is a lot of tiling and lo-res textures that don\'t provide much detail. Use brushwork to bring some more 3D detail to the outside (and inside) of the buildings (perhaps things like supports, pipes, etc). The trees in the garden are placed rather unnaturally and thus aren\'t very effective in bringing any sort of garden/forest feel. Terrain variation would have been nice (nothing too complex is really needed, just something to break up the flat layout). Lighting was a little bland as well, think about actual light sources rather than placing light entities everywhere to light a map (Where is the light coming from? There must be some kind of light fixture). As an FFA map it doesn\'t work too well, atleast not competitively. The outside of the map has potential, but the insides of the buildings are way to linear to have any use gameplay wise. [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Models:[/b] Yes
underneath the entire arena. The ground level has a four weapons and some ammo/health to pickup. It also contains four jumppads that throw you onto the second level of the tower. From there you can use elevators to get to the top where (if you\'re lucky to get there first) can pick up the quad. The basement level contains two of the more powerful weapons, so you\'d be wise to take a trip down there. The map felt very tall, in the sense that it\'s not very spread out horizontally so you\'re not left with a lot of space on any of the main levels. But that\'s not a big problem as the recommended number of players is 3, which I would agree (though a 1v1 seems like it would work well in this kind of map). Aesthetically, I thought the theme could have been more.... \"Forge-y\". After all, the title does say \"Forge Arena\" :). Perhaps some more inspiration could have been drawn from the SP levels (which were more red with an organic mixed with mechanic feeling). The map certainly works well for 1v1 (or 3 player FFA), so if you like small FFA\'s then get this map! [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Models:[/b] No
show up a really need brush work. and unlike many map out there, have been tested, tested and fixed. Try to find a bug or an error on this map! (A lot of people from the Raven Board tested it) This map is enough big to play with 3-5 players, and allow a quite nice gameflow. Probably one of the best maps released in the last 2-3 month. Bot support is there... And... UniKorn add the .map of this map inside the .pk3.
a big BOD logo in the back ;)) and a big mirror right infront. While it serves it's purpose, Angel couldn't resist to add a touch of his evil genius in there and decided to also make the map FFA/CTF enabled........ sounds fun }> The map also comes in a new installer format. This new installer is a further step in the 'legal' issues surrounding user made content (such as maps). Besides making it a bit easier to install, it also makes you more aware of what you are agreeing to by downloading these maps :) [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Models:[/b] No [b]Note:[/b] This is the SIT format, Windows users can download the EXE format from here: [file]26891[/file]
people. Custom textures, custom music, and last but certainly not least, bot support!
identical in terms of gameplay, the difference between the two is that one has an industrial theme (titled CTF Conplex) while the other has an egyptian theme (titled CTF Stukmun2). The maps are divided into two bases and the middle area with a vast number of routes provided between them. There are a lot of levels as well that add a lot to the gameplay of the maps (knowing how to rocket jump, for example, will certainly let you get around the map much faster). If you plan your route right you can even pick up a lot of important items. The flags in each base are set on some rather dangerous platforms reached by a jumppad. Not only is it harder since it's more out-of-reach, but it's also very open to enemy fire. Both themes work very well for the map that it's hard to tell which of the two came first. The industrial theme is more cleaner and simpler, while the egyptian theme feels more detailed and tomb-like. Whichever of the maps you end up playing, they're both made very well and should appease everyone from the newbie to the hardcore player. [i]ppssssttt Stukatto, make more EF maps! ;)[/i] [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Models:[/b] Yes
right. This is a beta, so have fun, and send your feedback to MICSG7@hotmail.com or www.stargatemods.com There is obvious problem, like the map is small and hard to navigate. Some texture have been over-shrink making them low resolution. And the music, after 2 mins become highly annoying. Anyway, download and test. :)
strange when I played it. First of all, you have quite a bit of breakable glass lying around. In some cases, breaking this glass will prevent you from reaching certain pickups easily and opens up access to some nice, hot lava. The map has 3 main levels to it. The lowest one has a pool of lava with a bunch of pickups and 6 transporters. 2 of these transporters take you to this water filled box on the second level which is filled with pickups (quad, haste, enviro)... though the box has a glass top to it! It appears to be breakable, but no matter what I did, I could not break through it. The other 2 transporters take you to the very top on top of a large body of (floating) water. This also has a number of pickups and lets you access the flags. The flags are also encased in boxes filled with water and covered with unbreakable glass. Ummm... so what's the point in that? To tell you the truth, I'm really not sure :p I spent 20 minutes on this map (average time for a round of CTF) and couldn't do much. I'm not sure what this map is supposed to be about... maybe humour? I should add to my review that apparently the glass over the flags is breakable (just really, really, really, really strong ;)) though I still didn't manage to break it after another 20 minutes of trying. [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No
conference room (should you feel like getting around to some work). You start of beaming in the transporter pad where you can take various staircases to either go up to the dance floor or down to the pool. The dance floor is in a big glass enclosed area so you can watch the beauty of space while you dance the night away :D (btw, the floor will light up while you stand on it!). Adjoining the floor is the conference room (which also has a great view of the outside). There's nothing much in terms of interaction, it's pretty much just a what you see if what you get map. Nevertheless, you never know when you need to get away for some recreation :) [b]Bot Support:[/b] No [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Models:[/b] No [b]Note:[/b] You need the Poseidon A map to get some textures required by the chairs in the conference room. Video Review by
Miranda class). The setup of this map is a docked Fed ship being attacked by a Klingon Bird of Prey. The blue team are on the Fed ship and red team on the Klingon ship. Players spawn inside their respective ships and have to transport outside to reach the other team\'s ship. The flags on each base are located in Engineering. The ships are setup to make it hard to infiltrate but reasonably easy to escape. When attacking a ship you must find a transport point on its hull to beam inside and then make your way through the interior to Engineering where you can steal the flag and take a transporter (that is very near to the flag) back outside. The challenge of bringing the flag back really only takes place outside where you have to try and get back to your ship as fast as possible. Because the dock is so huge there is a lot of space to cover! The entire map is low grav (inside and out) which is necessary for both atmosphere and gameplay. However, the interiors of both ships are not very accomodating to the gravity, this is especially true with the Klingon side. The corridors are not only narrow, but contain wall supports all along the sides that constantly snag you as you try and get through (I personally found it quite frustrating trying to control my movement on the BoP, the Fed side was reasonable). A bit of a minor problem on the Fed ship are the unmarked doors (you don\'t know which one will open until you get right up to it). So until you become very familiar with the Fed interior, you might find your self running up to sealed doors. On the tech side, the map does suffer from a lack of vis inside the ships. No matter where you are inside either ship, the entire thing is being rendered (and adding in a couple players/weapons/effects will only make things worse). Besides that, there were also alot of unseen faces that could have been caulked to improve performance. In the main dock area, the brush work on the actual dock could use some cleaning up (though that\'s more a quality issue than tech). All in all, a nice concept for a map and pulled off pretty well, it\'s bit like an extension to CTF KLN2. It should be fun to play with a lot of people as there\'s definitely quite a bit of room. [b]Bot Support:[/b] No [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Models:[/b] Yes
each team\'s goals, a photon gun, and two transporters. The transporters take you to sniping platforms floating on the sides of the maps, which give you an almost full view of the map. At the bottom two edges of the X are a couple health/armor pickups, two elevators and a single transporter. This transporter beams you right to the QBall location (sitting on top of a rotating cube in the middle of the X). From the QBall cube you can either take the long trudge up the ramp to the enemy goal, or slide down and use the two elevators to reach the goal. Both ways are kind of slow, but depending on if you\'re being chased by the enemy or if you have help from teammates you may choose one over the other. The gameplay is kinda interesting, I think you\'d really need to think about when the best time is to take the QBall than randomly running after it any chance you get (for example, if you want to time it so you don\'t need to wait precious seconds waiting for the elevators). The current low gravity of the map does allow you to move up and down the ramp, but raising the gravity makes the map more linear (and harder) as you are forced to just use the elevators. Should be fun with a small number of players :) [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No
(such as maps) so you are more aware of what you are agreeing to by downloading these maps :) The difference from BOD Laundry to Laundry LP: -Better performance!! (though due to less of the shiny effects) -30% brighter map arena -More health and armor pickups -More weapons and ammo -The Iron is just a TAD hotter...lol! -2 New Secret [BOD]CLAN Rooms!!!!!!! Original review of BOD Laundry by PeaceKeeper: Another excellent map by Angel Quinones, who brought you Angel City, BOD Bay37, and now BOD Laundry. If you liked Padkitchen then you\'ll love this! This is just like Padkitchen but in a laundry room. Washers, dryers, ironing board with a fatal Iron, a picture of Van Gogh\'s Starry Night oil painting, and a box of Marlboro cigarettes and a lighter. Every part of this map is a masterpiece! A must have!! Download Now!! [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Models:[/b] No [b]Note:[/b] This is the SIT format, Windows users can download the EXE format from here: [file]26886[/file]
as maps) so that you are more aware of what you are agreeing to by downloading these maps :) Original review by Crusader: This map starts you off in a hallway, but the hallways go on, forever. The doors look alike, and you don't know where you've been beamed. I found it impossible to actually find my way back,;some doors blow down, some doors have forcefeilds. I found a number of those hard to find BOD secrets, and a few took me almost 10 minutes. There are some traps that make me want to just take BOD by the neck and strangle them, because I was so far, and then i had to go to the start and find my way. I found a few bugs, the first was a very small clip error, but I didn't notice that except in showtris. There were also some objects that sounded like a func_breakable, but never broke(possibly a trick?). You will need to adjust your hunkmegs, but that shouldn't be a problem, because most of us do already for maps like Deralict3. The story is interesting, and although uncanon, is something to read. The balance is pretty sweet aswell. I took as much time as I could reviewing this map, and its a must see. My only issue is I couldn't get 30 people on EF at once to test this, so I don't know how great gameplay is. From the time I spent, its a must download for gameplay or for eye candy. [b]Bot Support:[/b] No [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Models:[/b] Yes [b]Note:[/b] This is the SIT format, Windows users can download the EXE format from here: [file]26882[/file]
as maps) so that you are more aware of what you are agreeing to by downloading these maps :) Original review by Crusader: This map starts you off in a hallway, but the hallways go on, forever. The doors look alike, and you don't know where you've been beamed. I found it impossible to actually find my way back,;some doors blow down, some doors have forcefeilds. I found a number of those hard to find BOD secrets, and a few took me almost 10 minutes. There are some traps that make me want to just take BOD by the neck and strangle them, because I was so far, and then i had to go to the start and find my way. I found a few bugs, the first was a very small clip error, but I didn't notice that except in showtris. There were also some objects that sounded like a func_breakable, but never broke(possibly a trick?). You will need to adjust your hunkmegs, but that shouldn't be a problem, because most of us do already for maps like Deralict3. The story is interesting, and although uncanon, is something to read. The balance is pretty sweet aswell. I took as much time as I could reviewing this map, and its a must see. My only issue is I couldn't get 30 people on EF at once to test this, so I don't know how great gameplay is. From the time I spent, its a must download for gameplay or for eye candy. [b]Bot Support:[/b] No [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Models:[/b] Yes [b]Note:[/b] This is the EXE format, Mac users can download the SIT format from here: [file]26883[/file]
(such as maps) so that you are more aware of what you are agreeing to by downloading these maps. Original review: this is another awsome map by Angel. This is the sequel to low_grav. this map has two tall floating bases and several spire like objects to land on. This map is really cool to play on. I had fun all by myself reviewing it. I recommend a DL.
(such as maps) so that you are more aware of what you are agreeing to by downloading these maps. Original review: this is another awsome map by Angel. This is the sequel to low_grav. this map has two tall floating bases and several spire like objects to land on. This map is really cool to play on. I had fun all by myself reviewing it. I recommend a DL.
(such as maps) so that you are more aware of what you are agreeing to by downloading these maps. Original review: Can you say big? Well this thing is huge! The biggest map on this planet for EF. Its DM, Team, Tourney, and CTF Enabled. Great map, Great work..
(such as maps) so that you are more aware of what you are agreeing to by downloading these maps. Original review: Here comes another great map added to effiles. Fear is based on a huge tunnel system, filled with places to jump, hide and get lost in (As I said it a large map). Its fun and it has many weapons all over the place. Great work on this map. Have fun all playing this. Main Features: -Sniper Tunnels (you can see out - they can\'t see in) -Secret ventilation shaft -The third level maze
(such as maps) so that you are more aware of what you are agreeing to by downloading these maps. Original review: Here comes another great map added to effiles. Fear is based on a huge tunnel system, filled with places to jump, hide and get lost in (As I said it a large map). Its fun and it has many weapons all over the place. Great work on this map. Have fun all playing this. Main Features: -Sniper Tunnels (you can see out - they can\'t see in) -Secret ventilation shaft -The third level maze
(such as maps) so that you are more aware of what you are agreeing to by downloading these maps. Original review: Presenting yet another great map by Angel! This map is large and is high up. I love how you can jump high up and be able to sniper. Lots of places to go and fight, sniper, jump and fall from . Good job on this map.
(such as maps) so that you are more aware of what you are agreeing to by downloading these maps. Original review: Presenting yet another great map by Angel! This map is large and is high up. I love how you can jump high up and be able to sniper. Lots of places to go and fight, sniper, jump and fall from . Good job on this map.
(such as maps) so that you are more aware of what you are agreeing to by downloading these maps. Original review: This is a map of a Starship docking bay, which is done EXCEPTIONALLY well. I love this map! There are no errors and the map layout is excellent! You\'ll have a lot of fun with this map. a MUST download! But there is one problem: the map can be VERY slow on older systems since the map has so much detail!!!!
(such as maps) so that you are more aware of what you are agreeing to by downloading these maps. Original review: This is a map of a Starship docking bay, which is done EXCEPTIONALLY well. I love this map! There are no errors and the map layout is excellent! You\'ll have a lot of fun with this map. a MUST download! But there is one problem: the map can be VERY slow on older systems since the map has so much detail!!!!
(such as maps) so that you are more aware of what you are agreeing to by downloading these maps. Original review: This is a huge city map, it has many buildings and houses. There are many roads and alleys as well. The map features a construction site, a restaraunt and a hidden tunnel. There is a bridge inbetween the two towers which I think is cool (hehe). There are a lot of jump pads all over the map too.
(such as maps) so that you are more aware of what you are agreeing to by downloading these maps. Original review: This is a huge city map, it has many buildings and houses. There are many roads and alleys as well. The map features a construction site, a restaraunt and a hidden tunnel. There is a bridge inbetween the two towers which I think is cool (hehe). There are a lot of jump pads all over the map too.
as maps) so that you are more aware of what you are agreeing to by downloading these maps :) The difference from BOD Laundry to Laundry LP: -Better performance!! (though due to less of the shiny effects) -30% brighter map arena -More health and armor pickups -More weapons and ammo -The Iron is just a TAD hotter...lol! -2 New Secret [BOD]CLAN Rooms!!!!!!! Original review of BOD Laundry by PeaceKeeper: Another excellent map by Angel Quinones, who brought you Angel City, BOD Bay37, and now BOD Laundry. If you liked Padkitchen then you'll love this! This is just like Padkitchen but in a laundry room. Washers, dryers, ironing board with a fatal Iron, a picture of Van Gogh's Starry Night oil painting, and a box of Marlboro cigarettes and a lighter. Every part of this map is a masterpiece! A must have!! Download Now!! [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Models:[/b] No [b]Note:[/b] This is the EXE format, Mac users can download the SIT format from here: [file]26887[/file]
in the middle, an underground water entrance, a connecting hallway (to the other base) and another open air passage at the very top. These are the three main ways to get between bases. A fourth way is through a simple cave-like hallway carved into the middle of the high wall.. reaching it will cost you some health as there is no direct route to it. The readme says there is a fifth way as well, but I can\'t seem to find it so I guess there must be some secret to this map. The underground water entrance is basically a looooong tunnel filled (to the top) with water, so you cannot breathe! I found it highly impossible to reach the other side of this tunnel alive unless I had the speed boots (which are only on the red side! Blue guys will have to *ahem* turn blue while they choke for air. I suppose this can be taken as a challenge to players, but honestly... unless I was being forced to I would avoid that water tunnel at all costs. The main connecting hallway and the open-air passage on top are pretty direct means of getting across (you can even snipe straight into the other base). Overall the map is alright... there is nothing striking about it and the repetitive textures don\'t help that issue. Check it if you feel like :) [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Models:[/b] Yes
you get to them? Well you gotta get in there \'n\' bump around a bit! But it\'s not free, you have to pay to play. Only by touching the shiny quarter that\'s lying at the very edge of the table can you get inside (oh, and if you miss the quarter, you will fall down to meet your doom in the vastness of space). Once inside, you\'re propelled along the table to the very top where must find your way down (while trying to avoid getting bumped this way and that) till you reach the flag. Each table also has a little transporter that takes you to the other side, as well as a few other goodies like health and weapon pickups. The hard part of the pinball machine comes with the fact that almost every surface is a slipper slope. This mixed with being thrown around by the bumpers is what brings the challenge to the map. When you\'re playing with decent sized teams (like 5v5 or so) things can get a little mixed up as everyone is trying to stand their ground to get a good shot at you. Besides the table, there are also a couple floating platforms up in the air. The two near the middle control the cage doors to the quad and detpack pickups for each base. The two above each table will actually break the glass on top of that table! There\'s also a great use of sound effects to get that authentic pinball feeling. Some of the bumpers even light up when you hit them! It\'s a bit hard to put all of this map in words, it\'s got a couple more fun features that really need to be checked out. Between struggling to walk in a straight line, avoiding the bumpers and equally muddled enemies, this map really is fun! [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Models:[/b] No
stated plain and simple in the readme, it was made as a joke and is just meant to be a fun map to goof around in. There really is nothing much to either of the maps, they\'re both huge black rooms with the goals at the very ends and QBall in the middle. The first map is a large cube, while the second consists of two round rooms joined at one side. Yeah... I told you there wasn\'t much to it :p but I will admit that it was kinda fun (even though I just played with bots). It does work with QBall though becuase of the glowiness of the goals and QBall carrier. Sure it takes a while to get from one side to the other, but trying to figure out friend from moe in the murky darkness makes it feel like a game of hide and seek.... or something :D Anyway, take it for what it is... a map to goof around with your friends. Oh, and you can play both maps in normal CTF mode as well (good luck trying to find those teeny tiny flags though!) [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No
descriptive descriptions ;)). On to the map itself: you have three main levels here. The first level is an office area, many open and closed areas here. A lot of glass walls can be broken to open up the map even more. Several rooms have pickups as well. At the corner of this level is a really white room where a computer lets you now that you are authorized to use the elevator that pops up in front of you. Taking the elevator down to the next level drops you off at a rather creepy looking place. Some of the \'rooms\' here have various torture devices... and the occasional rotting body... you know, the usual thing at many offices. Once again, a lot of the rooms here have pickups. Going back to the elevator, the next level below is of a parking lot. You\'ve got some big pickups here mingled with the cars (100 shield, quad..etc). Besides all this, there are a few secret areas in the map that contain a pickup or two... once you\'ve found one of them, you\'ll be able to find the other easily. Speaking of secrets, something I almost overlooked was the venting system. The vents connect quite a few of the levels together and offer a quick way to get around. The thing that hit me the first was my low FPS. The cause of this would be that there is no vis in this map! Everything on this map is being drawn all the time... not a good thing. Other than that, nothing else to stop you from enjoying this map. The new textures are done rather well; even though I\'m not sure on the canon aspect of this map I still think it looks pretty good; and lastly, the big spread of pickups throughout the map will keep you moving around a lot to find them. Other than the vis issue, I\'d say this map should be good to support a fair amount of players in an FFA or THM match. [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Models:[/b] Yes
their word, you won\'t find any of those things here. What\'s left is all the action taking place on one level. That sounds kinda bad, but it\'s also a little interesting. The whole map is basically inside a box, the goals at opposite sides, and the centre area is divided by a horizontal platform that\'s just low enough to not allow you to walk on top of it. Underneath the platform are yellow energy fields in an X pattern that kill you upon contact. The QBall itself is located in the very centre.. sounds like a simple walk right up to it.. but while you\'re trudging underneath the platform towards the QBall, what you didn\'t know was that there are rotating invisible walls that push you into the fields. Oooh fun ;) After reaching the QBall you have to trudge out again to reach the enemy\'s goal. It is a pretty simple map, nothing fancy... but it still works for QBall. I wouldn\'t recommend too many players though.. might get crowded :) [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No
maze. There are two versions of the Pacman maze here: the green one seems like the more common layout in Pacman games, the pink one is a little bit bigger and has a few differences in the layout. Both maps use a lovely cel shader effect to make the map seem so much like you\'re actually trapped in a Pacman game. A low grav atmosphere is also used that is just low enough to allow you to jump up on the walls. The only weapons you\'ll find are at the four corners of the maps (they replace those special white dots that Pacman eats to make the bad guys vulnerable in the arcade game). A pretty good choice of weapons as well (thankfully nothing spammy like the Photon), but instead semi-powerful weapons like the Tetryon and Comp Rifle. A cool little \'feature\' of the maps is that spectators can fly underneath the map and see the all the players in the maze, gives a nice arcade-y feeling. This map pack does a great job of bringing Pacman to the EF universe, highly recommended for a 1v1 or small FFA game. [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Models:[/b] No
thought so too, until I loaded the map. The name comes from the main feature of this map. That is, there are these small blue cone/UFO-like shapes that fly around the map occasionally diping below the surface of the water and hiding in the dark murky waters below. So that\'s great and all, but why should that be anything special? Well this is how they are work: on each base there are two diving platforms on the sides. When the door of these platforms is open you can walk through it to be transporter right underneath one of these \"diving bells\". The bell then travels around the map (taking you with it!) and lands you on the other side of the map. While you\'re being taken for this joyride you can use your gun as normal and others can shoot you as well! The rest of the map is pretty simple, mainly consisting of jaggy terrain and three islands. The terrain helps to give you cover and generally make the map more interesting. The islands are the two bases and one centre island. Sound effects are put to good use to give deep underwater effects, though the lighting/texturing was a little plain. I tried playing with bots to see how these bells would really work... but alas and woe, those bots aren\'t very intelligent. So all I can say is, it\'s an interesting concept and you might want to see what it\'s exactly about ! [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Models:[/b] No
there? Then you may want to give this one a look as it\'s got some pretty cool stuff going on. I\'m happy to say that this map can be certified as a proper \"Steve Robberts map\". In almost all of his maps, Steve always tries to add some new or interesting element(s) that you don\'t normally see in your usual maps. Subway was a bit of a let-down in that respect, but this map makes up for that. The map layout is pretty simple, each base has a bunch of corridors with the flags in rooms at extreme ends. In the middle of each base is the \"spawn room\", where these interesting looking \'chambers\' are used as the spawn points. In the corners of the bases are team-only transporters (i.e. blue team can use the transporters in their base) which prevents enemy attackers from easy escape from your base. The centre arena contains a large pyramid which mostly offers health and ammo pickups. Sounds pretty \'normal\' doesn\'t it? Now for the features or \'gadgets\' as Steve calls them: 1. Energy Absorbsion Fields 2. Team Specific Transporters 3. A Rising Water Level Along the corridors of the bases are various doorways. As you pass through this doorway a white forcefield is activated which you can walk through, but cannot shoot through. Now the forcefields aren\'t just boring as in you pass them once, they turn on, and second time turns them off. Instead it takes a number of passes to toggle these forcefields which result in a seemingly randomness to them. So as you run through the bases you will be turning on/off or just running through all these forcefields leaving it to random chance whether they will protect you from the enemy follower behind or leave you out in the open. Another use of these \'fields\' is in the centre pyramid. You\'ll notice these thin generator-like poles on some of the levels. If you shoot at the little nob on top, you activate a yellow forcefield that spans a small area! It will last for a few seconds and can then be turned off by another shot to the top of generator. This will provide you cover for a short while, but you\'ll either be forced to leave it eventually or it can be turned off by your enemy! The rising water level is used as a bit of a trap. Each base has a small \'undergound\' passage that is filled with acid. You\'d obviously want to avoid this, but it does contain a quad and a detpack so there\'s plenty reason to risk your life down there. The rising water is your only way to escape this peril! I played with some bots as I was anxious to see the map in action, and I thought it played pretty well. The forcefields in particular gave an otherwise simple map a whole new feel. Check it out! [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Models:[/b] No
about Serenity A, but I think a feature similar to this is on the Magnificent map as well. :) It\'s quite small and simple, just the way I like prefabs. :) Overall, I think this is a very good prefab and any mappers reading this should have a look at it. :) -TiM [b]BSP Included[/b] - Yes [b]MAP Included[/b] - Yes
a big BOD logo in the back ;)) and a big mirror right infront. While it serves it's purpose, Angel couldn't resist to add a touch of his evil genius in there and decided to also make the map FFA/CTF enabled........ sounds fun }> The map also comes in a new installer format. This new installer is a further step in the 'legal' issues surrounding user made content (such as maps). Besides making it a bit easier to install, it also makes you more aware of what you are agreeing to by downloading these maps :) [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Models:[/b] No [b]Note:[/b] This is the EXE format, Mac users can download the SIT format from here: [file]26892[/file]
(such as maps) so that you are more aware of what you are agreeing to by downloading these maps :) Original review: A great map set high in the sky with platforms and catwalks and two towers. There are some moving bridges and lifts that move fast so time your landing. The default gravity for this map makes it excellent in low grav training. This map dosen\'t use many textures and is not much to look at as far as beauty or pizazz, but boy is it fun. There is a small runabout that circles around the top of the map. There are plenty of weapons, all the standard ones, and some good items, Metaphasic (Gold) Armor, Health, lots of Ammo, Jetpacks, and other eye candy. The platforms and bridge sections are set in the right places. This is an awesome map, nothing like Angel City or BOD Bay37, but it\'s an excellent map especially for low grav training and just plain old eye-and-hand coordination. Don\'t worry if you fall to the bottom, the runabout will beam you out before you fry in the atmosphere. [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Models:[/b] No [b]Note:[/b] This is the EXE format, Mac users can download the SIT format from here: [file]26890[/file]
with offset rooms, and several other areas. These include a bathroom, control room (With a portal for spying ;) ), a meeting room, a pretty cool looking fish tank, a prisoner room (With complimentary skeletons) and a large cargo area. :) Overall, I thought the map was pretty good. In terms of gameplay it'd definately be very good. In terms of architecture, it was a little sketchy. Most of the structures seem way too big in contrast to the playermodel and some of the lights on the ceiling were creating irregular look light patterns (Although that may have been intentional). Overall, it's worth downloading. :D -TiM [b]Bot Support[/b] - No [b]New Models[/b] - Yes [b]New Sounds[/b] - No [b]New Textures[/b] - Yes
\'mini-map\' taking place in a very large \"twenty first century lunchroom\". Like PadKitchen, there are tons of places to check out such as the various cupboards, venting system, and the evil microwave! The kitchen counter is filled with various run-of-the-mill kitchen stuff (if you aren\'t drinking BOD Milk, you don\'t know what you\'re missing!) The table top is cluttered with a laptop tuning into a strangely familiar website, as well as a few magazines, a doodle pad and some take-out chinese food! The floor of the lunchroom is conveniently broken up by various items (boxes, a hand truck) which help to make an otherwise dull playing field fun. Other sections of the map include a Pepsi can dispenser and a large (apparently haunted) dustbin. I say the dustbin is haunted only because its lid constantly creaks open of its own will! But there is a reason for that as it is a bit of a tricky trap you must pass through in order to get the oh-so-famous Photon. Getting around the map is once again achieved via jumppads (taking a number of forms, but most usually a coin). The jumppads are a bit tricky as in they might not always throw you where they\'re supposed to.. but then it also lends itself to be used as a means to get to other places in the map. As always, Angel has included some fun secrets in the map! True that they usually are of the type that take you through some evil obstacle course which may result in your death, but the reward is great and I guarantee you\'ll come back to that secret place to try your hand at it again! Sound effects are also used pretty nicely, some in a fun spirit (such as part of the secrets) or just to give a bit of realism to the whole theme. Is this map worth checking out? Umm, YES! A must to be played online to unleash the full \'fun-ness\' of the map. The map also comes in a new installer format. This new installer is a further step in the \'legal\' issues surrounding user made content (such as maps). Besides making it a bit easier to install, it also makes you more aware of what you are agreeing to by downloading these maps :) [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Models:[/b] No [b]Note:[/b] This is the SIT format, Windows users can download the EXE format from here: [file]26893[/file]
'mini-map' taking place in a very large "twenty first century lunchroom". Like PadKitchen, there are tons of places to check out such as the various cupboards, venting system, and the evil microwave! The kitchen counter is filled with various run-of-the-mill kitchen stuff (if you aren't drinking BOD Milk, you don't know what you're missing!) The table top is cluttered with a laptop tuning into a strangely familiar website, as well as a few magazines, a doodle pad and some take-out chinese food! The floor of the lunchroom is conveniently broken up by various items (boxes, a hand truck) which help to make an otherwise dull playing field fun. Other sections of the map include a Pepsi can dispenser and a large (apparently haunted) dustbin. I say the dustbin is haunted only because its lid constantly creaks open of its own will! But there is a reason for that as it is a bit of a tricky trap you must pass through in order to get the oh-so-famous Photon. Getting around the map is once again achieved via jumppads (taking a number of forms, but most usually a coin). The jumppads are a bit tricky as in they might not always throw you where they're supposed to.. but then it also lends itself to be used as a means to get to other places in the map. As always, Angel has included some fun secrets in the map! True that they usually are of the type that take you through some evil obstacle course which may result in your death, but the reward is great and I guarantee you'll come back to that secret place to try your hand at it again! Sound effects are also used pretty nicely, some in a fun spirit (such as part of the secrets) or just to give a bit of realism to the whole theme. Is this map worth checking out? Umm, YES! A must to be played online to unleash the full 'fun-ness' of the map. The map also comes in a new installer format. This new installer is a further step in the 'legal' issues surrounding user made content (such as maps). Besides making it a bit easier to install, it also makes you more aware of what you are agreeing to by downloading these maps :) [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Models:[/b] No [b]Note:[/b] This is the EXE format, Mac users can download the SIT format from here: [file]26894[/file]
as maps) so that you are more aware of what you are agreeing to by downloading these maps :) Original review by PeaceKeeper: Another excellent map by Angel Quinones, who brought you Angel City, BOD Bay37, and now BOD Laundry. If you liked Padkitchen then you'll love this! This is just like Padkitchen but in a laundry room. Washers, dryers, ironing board with a fatal Iron, a picture of Van Gogh's Starry Night oil painting, and a box of Marlboro cigarettes and a lighter. Every part of this map is a masterpiece! A must have!! Download Now!! [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Models:[/b] No [b]Note:[/b] This is the SIT format, Windows users can download the EXE format from here: [file]26884[/file]
as maps) so that you are more aware of what you are agreeing to by downloading these maps :) Original review by PeaceKeeper: Another excellent map by Angel Quinones, who brought you Angel City, BOD Bay37, and now BOD Laundry. If you liked Padkitchen then you'll love this! This is just like Padkitchen but in a laundry room. Washers, dryers, ironing board with a fatal Iron, a picture of Van Gogh's Starry Night oil painting, and a box of Marlboro cigarettes and a lighter. Every part of this map is a masterpiece! A must have!! Download Now!! [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Models:[/b] No [b]Note:[/b] This is the EXE format, Mac users can download the SIT format from here: [file]26885[/file]
alot like the golden gate bridge. New obstacles have also been added to the bridge to make the route harder, and provide some cover for the runner. Some of the things that were not very key to the map have also been removed for the sake of fps. Overall I think this is a good remake and you should try it out.
pretty fun, but i have some complaints about it. I thought everything looked a big big. Its not a bad thing really but the map is very big, and would not do good for a 1v1. However if you can get a 16 player server going with all slots full you could have a fun game. I recommend the download. Hits: *warpgates *lighting *fun Misses: *not good for 1v1
itself is located in the neck of the huge funnel shaped tower in the middle. To get to it, you must use the transporters at the back of your base to take you up to a pretty narrow ledge. At the ends of this V shaped ledge are two (invisible) jumppads that throw you into the funnel (don\'t forget to notice the amazing effect of being flushed down the funnel towards the QBall ;)). Once you\'ve got the ball, you\'re transported even higher up to another dangerously narrow ledge where two more transporters await (one for each base). These transporters are the only way inside the huge water towers in each base (which you must swim UP to reach the enemy\'s goal). Be warned though, you WILL start \'gurgling\' for breath before you reach the top, so make sure you\'re well packed on health and armor (and heaven help you if you\'re being chased by an enemy ;))! The map seems like a lot of fun to play. The funnel part is certainly an interesting feature of the map. Definitely download this! For those not in the know, you can read up about and download QBall from here: http://qball.thewiZclan.com (It\'s a bit like Bombing Run from Unreal Tournament 03/04 for those who\'ve played/heard it) [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No
happy. On both sides of the map, the team's bases are floating in mid air, and one must use a jumpad, or a transporter to make his or her way up there. I really enjoyed the map. Everything about the map was great. The size was good, the lighting was good, and the map's fun factor rocked. I really have no complaints about the map. The fact that its not voy textured (i like have no problems with voy textures), and the overall coolness of the map make it a neccesarry download. The transporters were new and original, and i really enjoyed the look of those. The biggest reason i loved this map is becuse it reminds me of Quake 3 CTF maps. The only nitpicks (they are extrememly nitty, and picky) is the skybox. A nice custom skybox would have been cool, but meh, the one he has in this map works for me. So overall, I definatly reccommend the download.
favourite part. I love that sound. The map is stricktly roleplaying, and should not be used to for fragging. I guess you could use it for that, but you wont have much fun. Anyway, the map features some of the basic rpg elements and is a really good adition for rpg. Also, there are noalien shuttle maps (that i know of) so this is a really good addition to the rpg collection. The viewscreen is kind of hard to see through, and you can not see the warpstars. He needs to fix that. Also more spawnpoints would be good, but its a shuttle so there shouldnt be 20 people on it anyway. Overall, download the map. It\'s a really good job for his first map.
containing a tetryon, photon and welder, with the photon room being the centre of the map. The remaining two rooms are on a higher level (and are only reachable from the tetyron and welder rooms). The passages that connect these rooms offer shield and health pickups. At various corner locations are transporters which all take you to the photon room. The connecting passages comes in two varieties, a large tube-like one and a simple straight one. The tube one only has small health and armor, but it is a shorter distance. The straight one is narrower and longer but it does contain a large health pickup. This is a nice way to make sure to balance out the greater pickup with the greater danger (i.e. if you go for that large health, you are less likely to come out alive the other side ;)) The map plays pretty well. It definitely forces you to move around in order to gain kills (as everything is appropriately spread out). The recommended 100 players for the map seems a bit excessive ;) though I'd say a 6-8 player match would work out pretty nicely. [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Models:[/b] No
never know. Naturally there\'s two bases, but this time they\'re physically separated from each other with a sort of train station in the middle. Each base has a set of jumppads and a spinning hourglass which takes you to the train station. The train station is a bit strange. On either end are transporters for the red and blue bases, and in the middle are two more transporters. One takes you to a picture of a train with strange music playing. The other takes you to a really wierd place where you are being pushed towards a screaming girl who looks to be demon possessed. Creativity? Yep 10 out of 10. Bot Support: YES Secrets: 1
proper "Steve Robberts map". In almost all of his maps, Steve always tries to add some new or interesting element(s) that you don't normally see in your usual maps. Subway was a bit of a let-down in that respect, but this map makes up for that. The map layout is pretty simple, each base has a bunch of corridors with the flags in rooms at extreme ends. In the middle of each base is the "spawn room", where these interesting looking 'chambers' are used as the spawn points. In the corners of the bases are team-only transporters (i.e. blue team can use the transporters in their base) which prevents enemy attackers from easy escape from your base. The centre arena contains a large pyramid which mostly offers health and ammo pickups. Sounds pretty 'normal' doesn't it? Now for the features or 'gadgets' as Steve calls them: 1. Energy Absorbsion Fields 2. Team Specific Transporters 3. A Rising Water Level Along the corridors of the bases are various doorways. As you pass through this doorway a white forcefield is activated which you can walk through, but cannot shoot through. Now the forcefields aren't just boring as in you pass them once, they turn on, and second time turns them off. Instead it takes a number of passes to toggle these forcefields which result in a seemingly randomness to them. So as you run through the bases you will be turning on/off or just running through all these forcefields leaving it to random chance whether they will protect you from the enemy follower behind or leave you out in the open. Another use of these 'fields' is in the centre pyramid. You'll notice these thin generator-like poles on some of the levels. If you shoot at the little nob on top, you activate a yellow forcefield that spans a small area! It will last for a few seconds and can then be turned off by another shot to the top of generator. This will provide you cover for a short while, but you'll either be forced to leave it eventually or it can be turned off by your enemy! The rising water level is used as a bit of a trap. Each base has a small 'undergound' passage that is filled with acid. You'd obviously want to avoid this, but it does contain a quad and a detpack so there's plenty reason to risk your life down there. The rising water is your only way to escape this peril! I played with some bots as I was anxious to see the map in action, and I thought it played pretty well. The forcefields in particular gave an otherwise simple map a whole new feel. Check it out! [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Models:[/b] No
around the map occasionally diping below the surface of the water and hiding in the dark murky waters below. So that's great and all, but why should that be anything special? Well this is how they are work: on each base there are two diving platforms on the sides. When the door of these platforms is open you can walk through it to be transporter right underneath one of these "diving bells". The bell then travels around the map (taking you with it!) and lands you on the other side of the map. While you're being taken for this joyride you can use your gun as normal and others can shoot you as well! The rest of the map is pretty simple, mainly consisting of jaggy terrain and three islands. The terrain helps to give you cover and generally make the map more interesting. The islands are the two bases and one centre island. Sound effects are put to good use to give deep underwater effects, though the lighting/texturing was a little plain. I tried playing with bots to see how these bells would really work... but alas and woe, those bots aren't very intelligent. So all I can say is, it's an interesting concept and you might want to see what it's exactly about ! [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Models:[/b] No
reminded me a bit of the ones seen in Matrix Retarded.. or was it Revolutions.... maybe Reloaded?... one of those.... J/K people :p). Connecting these two tracks are two separate tracks with broken down cars on them (btw, dont touch the tracks where the trains run or you\'ll get hurt). At the very ends is a long corridor with the flag inbetween and two rooms at the corners. Strewn across the entire map are countless health and armor pickups (I\'d be shocked if you die often on this map). The weapons are sensibly space apart (though maybe I\'d switch the locations of the Tetryon and the Welder). To get the Tetryon is a bit of a secret, so I wont tell you how to get it other than the fact that you will need the \"Use Item\" key to open something :p I found the map a bit boring... both visually and in gameplay. The trains take forever to move so you cant really use them a whole lot (maybe as an offensive strategy) and the long corridors will make it very, very hard to go anywhere as you can be camp-sniped from one base to the other. I was also a bit puzzled of the inclusion of 4mb of textures in the pk3 that dont seem to be used anywhere at all in the map. Download it if you want. [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Models:[/b] No
can be reached either by a transporter from the museum across the street, or by taking the long walk around the map and jumping onto the roof. Getting out of the flag room is done through a teleporter behind the flag. Outside, the street lights are shining down on a road with crazy taxi drivers driving across. Though the good thing is that you wont get killed by these yellow cabs, they'll just push you along to one of the dark tunnels at either end of the map. Luckily the two tunnels are connected via a transporter so it's a great way to get across the map quickly. There are also a number of things to shoot (some that reveal hidden passageways) so explore the map as much as you can. The map can get a bit confusing in terms of finding your way from one flag to the other as everything looks the same in both bases (except a little portion of the tunnels that are different). So you may find yourself right back at the enemy base right after stealing their flag :p A few colours indicators of the bases would be nice (not necessarily by using big, bright red and blue textures, perhaps something more that fits the theme). Also, the spawn points seem to be random (at one point, I spawned right above the red flag while on the blue team). There were a couple brush seams going awry, some unseen faces not caulked and the complete absence of VIS (i.e. the entire map is being drawn all the time... not a great thing for FPS). Anyway, the map certainly looks and feels a part of the Miami theme, and this Night version looks very nice. If the flag paths and team spawn points dont get to you in CTF games, then you should enjoy the map :) [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Models:[/b] Yes
is. Many easter eggs and stuff to destroye. :) Surely a map to add to your BaseEF. New sound, textures, shader, etc... A few rooms are hard to understand what they are, while the museum is really a nice touch. Taxi cabs don\'t know how to drive... And don\'t be surprise to be run over by one. :D
temple. Otherwise all the brush work is all custom. The map is alot more open then the And1. It has some nice waterfalls in the bases where the flag is. The map has pretty good lighting, a nice and appropriate skybox, and good ol\' bot support! Some music, or better yet, ambient noise would be cool, but oh well. The map also has 1 texture bug, but its so un-noticable that its really not important. The \"egg\" in the middle of the map, is ... odd. I don\'t know how to get to it, without noclip. The readme is also funny yet screwed up lol. Overall, I had a lot of fun with this map, and it looks like this one is a keeper. So download it and give it a try.
map as the readme states. At first look, the map looks much like a voy map, however Ruteger decided to be inventive and give the map his own unique architecture. :) The lighting is a bit to bright and dark in spots but is otherwise evened out where it counts the most. Weapon placement has been appropriately placed throughout the map. Over all, for a 2nd map Ruteger has delivered a high quality map that deserves some attention. Bot Support: No New Textures: No New Sounds: No Review by, –Alpharaptor
a cage in the middle of the map! The cage is full of pickups, you can use a jumppad in the centre to throw you around to ledges where you can pick up more weapons. To get from one flag to the other, you can either go through the cage, or through a little passage on the side. To get the flag itself, you have to use jumppads on the floor to go up to the second level. The map is pretty simple, and because of the cage-like nature of all the walls you can see through to the other base all the time. If you\'re into WWF, you may be interested... if not, judge by the screenshots if you want to check this one out. [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Models:[/b] No
From this pool are various entrances/exits cleverly separated by forcefields. Some of these forcefields allows gunfire through, while others do not (namely the forcefields that protect the entrance to the huge tubes connecting the bases). The top level of the bases consist of several bunkers and sniper spots. The flags themselves site right across each other leaving very little space for players to camp around in. A sniping platform above the flage uses small pillars to take cover with, but other than that you\'re pretty much out in the open. The centre of the map, as said, has a large pool of lava for it\'s floor. The only ways across this are through two large tubes connecting the bases water pools, or through a small walkway connecting the top levels. The walkway converges to a platform above the lava that has shield and hypo giving pads. All areas of the map have locations as well, which is great as you can see exactly where you teammates are on your HUD. Though I don\'t know exactly how necessary it is because the map is quite open. I like the use of the rocks on the sides to break up the otherwise boring wall. Using the yellow coloured panels in the centre rather than the horrible gray ones was also a great idea. The map is quite open and presents a number of challenges to the player. By using the water to move around, players open themselves to easy kills by the enemy. While it does allow for some cover (using the forcefields), the slow swim through it could prove deadly. But using the bridge to get between bases, while faster, is completely open to fire from all angles. Disintegration would definitely prove to be a pain on this map. Overall, Gigon has put together a few interesting elements in the map, gameplay-wise. How the map will really play out, I\'m not too sure.... give it a shot and see :) [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Models:[/b] No
this whole map. It is extremely detailed, and features a catwalk beneath where you can camp with a detpack. There are also several sniping \'vantage\' points on the bridge, which really add to the gameplay. I was also amazed at the bases. They fit the time period perfectly and look really futuristic. They are big, and feature a tonne of sniping spots.. so you don\'t have to leave the base to have fun. The base is built into a cliff, which is also amazing. The water is another cool part of the map. The vegetation at the bottom of the map is a simple, but really nice thing. You can hide in the vegetation too ;). The water also features rafts which you can take to the enemy base. It is REALLY fun to get a team of people on the raft, and infiltrate the base I loved this map. Everything sort of \'fit together\' and it was a fun time. The only thing that kind of sucks is the fps.. I ran it \'ok\' but people with slower computers beware, your in for some choppyness :(
area, and changes to the bottom level of the bases. The flag has been moved to the topmost (new) level, and in its place is a staircase which takes you up to this level. At one side you'll find the flag, but there are also two exits/entrances that lead out to the centre. The centre itself still has the bridge inbetween, though there are extra passage right under it that lead inside the bases. Above the bridge is another of those 'holes' that lead up to the top-centre area. The bottom levels no longer have that platform in the middle (where the forcefield used to lie). Instead it is all open with steps that lead up to the platforms on the side. The new additions work well with the old map. Catalyst has used objects from the old map and added them to the new locations to make them feel like they belong with the rest. In some cases there is a sure improvement to the map by increasing accessibility to the bases. However, I was a little put off by the changes to the bottom level of the bases that make things a bit easier for attackers to get to the flag. Namely the addition of the two jumppads that take someone from the very bottom right up to near the flag. This kind of makes the rest of the map redundant and leaves things too open for a defender to work with. Perhaps they should have thrown the player to the two small balconies near the flag staircase, which atleast leaves some work upto the player to get back to the flag level. Whether you hate/love And1, I think you should atleast check out this map, it may just interest you :) [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Models:[/b] No
the scenes\" update that doesn\'t change a whole lot about the map itself. The map has a tower in the centre. Inside it is a jumppad which gives you the Photon. To get to the tower there are two ramps on the sides. On the main arena, there are four jumppads in the corners that give you powerups. Underneath the tower are little rooms that transport you to caves where you can find weapons and ammo. [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes - though you also need the XPack to see some textures [b]New Sounds:[/b] No [b]New Models:[/b] No
map also has bot support, and although still kind of buggy, it is better then original. This is a standalone version and does not require the original Remus map to play it. This is a must download, if u are a fan of the original remus, and even if your not, give it a try.
which is just one temple, this is great for some FFA, or Team Holomatch, but is mainly intended for assimilation games. The ctf version for it, is intended for Capture the Flag games. This version comes with two temples, linked together in a U shaped path. You can get to the other base, by going under the water, or jumping over the wall. The map also contains a few secrets, I wont tell you how to get to them, but you can get a clue for one of the secrets from the readme file ;). These secrets are well placed and extremely fun once you discover them The one thing that bugged me about the map is, my FPS went to around 40 while playing the CTF version. Although playable, it would be nice if they fixed it up. So, all in all, go on, download the map... right now, becuse its 100% pure fun, and is sure to be played in servers throughout the community!
with large walkways twisting around to connect the two flag areas. Along the walkways are a few sniper towers (which give a great birds eye view of the entire map). Each side has three of these towers. Because the map is so open, it can get a little tough trying to get to/from the enemies flag. The weapon placement is pretty good and definitely makes sure player cannot get too powerful and dominate the map quickly. [b]Bot Support:[/b] No [b]New Textures:[/b] No [b]New Sounds:[/b] Yes [b]New Models:[/b] No
you\'re connecting to a server playing it (as most everyone uses this version). The map is basically a park set out under the open sky. A pretty simple layout with a gazebo in the centre and little park benches near the flags for cover. The outhouses on the sides transport you to opposite ends (though mostly they all end up near the red base). [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Models:[/b] No
although simplistic, is very well balanced and the bots navigate and play the map with excellence. It has some of the best bot support I’ve seen in a custom made map. Graphically, well, it looks like a Voy map, nothing special. Nevertheless, like the bot support however, the brushwork is exceptionally polished and 100% bug free. I truly hope to see this map on some servers, this is the kind of stuff I like to see. New Textures: No New Shaders: No Bot Support: Very big YES! Review by: Alpharaptor
has a few building (three for each side, and one big one in the middle). The building at the corners have transporters, while the buildings in the centre have elevators descending down to the mines. The main mine shaft has transporters and an elevator to connect to various other locations in the map. The mines themselves are reached by cave-like entrances or by elevators. Now the map is pretty big with LOTS of area to cover from one flag room to another. There appears to be only one way to the flag room (and that is by first going through each side's mine). Expect lots of resistance, there are many times you can encounter an enemy. The flags themselves are kept in one square room divided by a glass floor (i.e. you can see one flag room into the other, but cannot shoot into it). This is a kinda cool feature because you can always see what's going on in the other's flag room. Even though the map seems so big and looks like it can take ages from one flag room to the other, it is actually possible to go from one flag to the other and back again in a couple of seconds! I won't tell you how, but yes it is without cheating :p (my best so far is 21 seconds). Overall, I thought the map was pretty interesting. There is lots to do and many ways to get around, though it'd be nice if you had some people playing with you... or you'll feel a bit lonely! [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Models:[/b] No
from one side of the map to the other and thus making the space feel bigger than it really is. Standing on the higher ground is sure to give you an advantage as all the weapons and pickups are located here. The pickup placement may cause players to constantly move around the map in order to get the good weapons. This gives a chance for others to climb up and grab a weapon while the coast is clear. The map may get a bit crowded in FFA, but seems to work pretty well for 1v1. [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Models:[/b] No
first, there are a number of corridors and sections adjoining the main area that help to flesh the map out. The flow is pretty good, as well. You should be able to get around all levels of the map and yet not feel secluded from the action. There are three main levels to move around in, as well as two sniper spots at the corners. Items are plentiful but not overpowering. Really, the gameplay is all there to make for some fun deathmatches (albeit small number of players). Perhaps adding some more details, like breaking up the walls that lead to the ceiling to just make it more visually interesting, could really take the map to a great level. [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Models:[/b] No
understandable by just the way the map is setup. Bots would have had hard time dealing with the platforms suspended in mid space. The brushwork in the map is nicely done and will play very well on most computers. Some custom shaders and perhaps small tweaks to the lighting would have been nice. Other than a few small bugs the map is virtually bugless. Some thought also went into the item placement and has been also done suitably. Good job Wolvereen, keep it up. :) –Alpharaptor Ps. Btw Wolvereen, this is the first file I’ve added on effiles! The honor is yours. ;)
middle is quite interresting. The only problem I saw was the difficulty with some jumppad to land on the right place, which mean you sometime go see the space closed than you would like. Overall, this is a good map.
errors are from simple overlapping texture to hall of mirror or place you can\'t get out. Sadly, Z500 seam to have made a to big map. To play it correctly, you would need to be over 24 on it. Download it if you want to check it.
candy but on game play alone it wins hands down. Trying to run up the hill and shoot people is great fun! Moreover, it can be manic some times I hope to see this on servers soon as I am off to play again. :D Pandemonium.
has two towers for sniping, with small stairways leading Up to them, so watch your step as you go up! Easy to fall off them. It has bot support, Although what LIVINGDEADJEDI says in his readme is correct, they do get stuck. However, it is better than not having bot support at all, Pretty simple map, but hey, a lot of the simple ones out there Are popular! Give it a download, see how you like it. Game Types: CTF, DM, TDM Thanks to apk for hunting this down :cool:
it seems one of the jumppads was removed but the other one is still there? Makes for an interesting game of CTF, and an even more interesting deathmatch.
is. I've got a GeForce2-MX200 so depending on what you have you can decide whether your computer can handle this map. No bot support. (This is a repost of a file from a while back that somehow got corrupted during the mirroring process.)
well as playing QBall. Unlike the QBall Basketball map, there are no jump-points near the baskets, you have to use skill to bounce the QBall off the backboard - this takes a little getting used to, but makes for a more challenging game. :D The mapping quality is good, as is the texturing and lighting. The only thing that I can find wrong, is that the QBall starts a little high for comfort. Overall, a good map.
used only helped this more so ! The map has multiple levels and many places were you could hang over balconies and pick fellow players of at will then hide away in the shadows :p Weapon and item placement is good also but the only real problem with this map is that bot do have problems with the ladders on this map , but I am sure to most people this little prob will not bother them . Pandemonium.
hide away from the opposing players and seems rather bare and empty Good fun though for a quick game. Pandemonium.
number of players is 32 ;)). The map itself is pretty good. You can easily tell that it is indeed the NX01 bridge. It may not satisfy those of you who are canon-fanatics, but it should atleast tide you over till the NX01 mod gets around to releasing their EF1 mod :D [b]Bot Support:[/b] No [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Models:[/b] No [b]Note:[/b] This map is not part of the NX01 Mod, don\'t get them confused :)
made to a few simple places that make you wonder how you ever played Reservoir without them :D Changes from the readme: - New Photon Gun placements (much quicker to get your hands on, and with ammo right next to it) - Boots are where the Photon originally was - More Compression Rifles with ammo (more sniping goodness :)) - [b]Breakable windows![/b] possibly the highlight of the map. This addition really prevents the game from stagnating after 15 minutes when neither team can cap the flag. An improvement? Oh yeah. A must-have? Definitely! :D Hope this replaces the normal Reservoir map on servers! [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No [b]Note:[/b] This is a pretty old file, but it was submitted to us now. Also note that this is not "CTF Reservoir 2", just simply "CTF Res2".
action in game, lots of jumping from bridges to evade shots. I like the theme of the map, it fits geothermal perfectly but only the skybox mountains seem a bit to flat for me. But that's just a nitpick from a terragen user like me. I also noticed a little FPS lag on top of the base, but that could just be my pc.
this does not really help save this map really, As the texture used is basic and the colours picked for them are nasty and clash against each other . CTF Support: Yes Bot Support: No Pandemonium.
your options on routes to the flag quite limited. With all the sniping spots, it get the feeling it\'s better suited to Team Deathmatch.
annoyingly good. I had a hard time capturing the flag just playing all by myself. There is a smaller island in the corner on each side with a cloaking device on it, but I can't figure out how to get there. If you try to take the ferry, you hit a jumppad and get sent up on top of the cliff. If you try to land on the island off the jumppad you get transported into the lava moat. On top of the cliff is a minefield, also annoying. You can walk around inside the cliff too. Be warned, this is a low gravity map. I noticed a few missing textures as well. If there was a rating for annoying, this would be a 10. A good map for people who think they are good at CTF.
the map. And to help you guard the flag are two turrets. Gameplay is... different. I don\'t see it working well in anything other than CTF. Specialities would be interesting.
'iris' is a huge fire with the Quad pickup hovering above it. The bases themselves have three levels. On the first one you'll find the photon as well as the Meta (gold) shield. The second level is more of a defence level, where people can snipe from (hence you'll find compression ammo and all here). The third level is where you'll find the flag. Two ramps on the sides connect up to this level and offer the only routes to the flag (not counting Photon jumping). Weapons and pickups are spaced rather well and each has three ammo pickups with it. You'll find many small health pickups between bases which should be helpful when trying to get the flag back to your base. Maximus has been able to use the texture set very nicely to make the architecture stand out and to give the map a more complete look. Though when I see the word "Roman" I immediately think of marble and stone architecture, so in that respect I don't know how the 'Roman' part factors in.. but that's just me nitpicking ;) In terms of Tech, there were a number of brush faces that weren't caulked/nodrawed. The hidden faces of the water don't have nodraw on them, either. So don't be suprised if you do find your FPS dropping because this map is huge and completely open. Roman Glory has some pretty interesting points and it's also well done! Might be worth checking out :) [b]Bot Support:[/b] No [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No
also been raised to give some more room to move around. The map is unfortunately very small and doesn\'t provide a whole lot in terms of gameplay. I honestly can\'t see more than a 1v1 happening here as there aren\'t many places to go and you\'re almost always insight of the other team. There are more weapons than needed, and not all of which suit this kind of map. In such a small map, having such power weapons like the Photon and Arc Welder can give huge advantage to the person who has them. The transporters also beam you inside the main walls.. which can be a little annoying sometimes ;) The music is still a good choice, though :) Next time I\'d say try going for more detail brushwork. Let the map branch out into corridors or whatever, not everything has to take place in one big room :) this will also increase the number of people that can play at a time on the map. And add map-appropriate weapons! Just because the Photon happens to be a very cool weapon doesn\'t mean it needs to be used all the time. All in all, I\'m glad to see Chris trying to improve! [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] Yes [b]New Models:[/b] No
your only worry, the Gorn are attacking from above. And last but certainly not least, a Justin Fisher sky box!
original, but small and way to open. The QBall spawn in the middle, sadly that make it quite easy to score, even from the middle since both score zone are quite close to it. Interresting map. But I would have seen it way way larger. Like having tiny player, and making the QBall the size it would be to a basketball ball, in proportion. 1v1, 2v2 max...
interesting map to play and its best to be played by six people. Overall an excellent map . :) Pandemonium
are large pillars floating between walkways, however, that have a pickup at the very top of it. Each base has 3 pillars, two of them have detpacks and a ladder to reach them, while the third has a gold meta shield that is only reachable via a secret transporter. The photon launcher is put on a separate level under the flag room, which might put off some people from going for it as it\'s a long way back up to the playing field ;) But I guess it\'s a good way to keep photon hogs from taking over. The map is decent overall. It has nothing that\'s very distinctive about it... but maybe worth a check out to see if it\'s to your liking :) [b]Bot Support:[/b] No [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No
good thing. The map is of good all-around quality with some new textures put to good use. The only thing I found a bit taxing was that the bots seem to get stuck in the underground tunnels now and again. New Textures: Yes New Shaders: No Bot Support: Yes Mods: All Pandemonium.
give a bit hard gameplay, but it's surely different from what we see normaly. The textures and the models are quite nice. Some secret stuff to find too. Something to get for the hollyday.
Disintegration games but by simply adjusting the Z values you can get it lower the only way now to get the ball is by photon jumping or by using the detpack. Place the detpack under water, go on bridge and DETONATE! Up you go and the ball is yours. Go and download this map.
work. It still is a good disintegration map. Very open, not much hiding places.
maps: [*]trampoline2 [*]ctf_trampoline [*]ctf_crapfans [*]craprotate [*]crappool [*]crapmap [*]crapfans_fast [*]crapfall [*]crapdeath [*]crapdark [*]ianscrapmap [*]crapslide2 [*]crapshuttlecrash [*]craplost [*]crapcarcrash [*]crapboat [*]reallycrap [*]ctf_crapwire [*]crapyoucantwin [*]crapteleport2 [*]crapswim [*]crapspeedboat [*]crapslide [*]crappoo [*]crapmario [*]crapjump [*]crapglass [*]crapfall3 [*]crapfall2 [*]crapfall [*]crapdeath2 [*]crapdeath [*]crapdanger [*]crapbed [*]crapassim They were submitted before but for some reason never made it to the site. They are run on the R3aCt0R server. The maps are ugly but fun to play.
been better with some caulk. Also, some area are really dark. May be difficult to go on those section. However, it would make a too great cover for a flag carrier. Even with that, it\'s a quite good map.
fastly map remake for yourself? BE CREATIVE! CREATE YOUR OWN STUFF!
the summun of laziness. Yet, we still see plenty of those \"creation\" hit the net. So, here is an other one. CTF Death. Why this name? No idea. The guy only added a few brushes around, add water in the trench, which doesn\'t help on the gameplay, and that\'s all. So, it\'s basicly reviewing CTF VOY1 once more time. Just skip this.
texture error show up at some place. The sky is clipped quite low. You can bump your head on the void. Way too many weapons and ammos for such a small map. Only good thing, the music seam to be a good choice. Probably a first map from that mapper. So, overall, don't waste your time downloading this.
of the map is quite nice, some sharper lights and a little Colour would have been better as it is a little bit bland in places; also, there is no bot support But I never play with bots so I don’t think it will be a problem for most people (Maybe some one can drop him a line to help him sort it out) I think as well you could do a bit better with item Placement, instead of putting them all in one bunch ! But overall, it is a good map for a first go! :)
there\'s a little bit of everything in it. It is a very big map, and it is very fast because of all those jump pads; so it was built for very fast games. I hope you enjoy this map. [/quote]
team\'s attackers. Good for disintegration games.
mission is a stealth one, so it would be wise to keep things hush-hush (though in the demo I don't think it really matters.. I'm assuming things will change in the final :)). You come across many bugs (creepy crawly ones, not technical bugs) while exploring the canyon till you finally come across the scavengers. When you do get to the baddies... oohhhhh maan... you're gonna wish you brought a bigger gun with you :p It's a pretty mad scene and you most probably will not succeed in getting them all. My advice? RUN! ;) You need to go back to the beginning of the level to end it anyway.. The map looks pretty good so far! It looks like a pretty early version so it's hard to say how it'll turn out... but if you want to try it out go ahead :) [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No
impressed how well he\'s pulled off the design. It\'s a pretty close match! The Mariposa is a lot bigger than Botany Bay, so you do have more place to move around as well as take cover behind different ship parts. The weapon selection doesn\'t offer any straight forward sniper weapons (like the compression rifle and Imod), instead you have the powerful ones like the Photon and Tetryon. If you do fall off the edge, you will get transported back up so don\'t worry; however, you will lose some amount of health. I quite like this map, it\'s a really nice concept :) The details are all there, but I think the textures need to be worked on. They seem a bit too repetitive and doesn\'t fully give the feeling of hull plating. As it stands, if low grav maps are your thing then this is worth a check out! [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Models:[/b] No
routes and rooms to explore. If you keep a good lookout, you'll find secret doors as well as nasty traps! The feeling of being inside a massive underground tomb is hard to dismiss. The lighting is really nicely done. It's nice and soft and is used effectively to bring a great deal of colour to an otherwise monotonous map. I have no major issues with this map.. other than a few unseen faces didn't have caulk on them. I suppose the area usage of the map might be a bit of a problem. The map is certainly quite big, as in it covers a lot of space but not enough 'content' to properly fill it. You may find yourself wandering alone for some time before finding another 'lost soul' ;) For Kirkfat's second map, this is a great achievement! The lovely lighting and intertwining routes are some key features of this map. [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Models:[/b] No
error, a sky not showing up. If you fall in the place where you see the \"sky\", there is no way for you to go back up. The maze itself is not really hard in anyway, since it\'s for most of it, a single way. There is one room filled with weapons, while others are spread over the whole map. It does have bot support. No new textures or shader.
birthday present for SFEF, wich now excists 2 years, leader Mickster. That\'s why the 2 maps are named after him.
here the file is back. Has you know, no bot support, the compiler crash while trying to make the support file. Many new thing like slim trap, emergency door, virtual dynamic lighting, no weapons zone, camper crusher, ect... Just to be sure to not come in bad interaction with the previous one that have been downloaded by around 100 people, the map file on this one is CTF_VDL1 insteed of CTF_VDL. Hope no more bug will be find! :D
The two transporters in the middle do not show where you will be teleported (I took the wrong one twice and ended up in enemy side again) but that could make the match more challenging.
the map. But they are able to capture the flags. No other noticable changes are made, only the clipping errors are fixed. Oh, it\'s got a new screenshot :P
more significant changes are the forcefield in the centre has been replaced with a thick wall with a cut in it (hey, they didn't have any source of power to run a forcefield ;)). I actually thought it was a good choice in replacement, specifically for the reason of keeping within the theme. As well as that, the photon pit has been filled with water! Another good addition if you know how crowded that area can get. Atleast the water slows you down so makes you think twice before jumpin' in. Weapon and pickups placement is essentially the same, so the map shouldn't be too alien if you're used to Spyglass 2. There is evidence of added brushwork (compared to just retexturing) beyond simple blocks. Things like putting caulk on unseen faces, as well as nodraw on sides of water brushes should be followed in the future, though. The texture choices are well suited, but they should follow the brush face (i.e. if the brush is slanted, rotate the texture to go along with it). Overall, for a first time this is not bad! I hope Kirkfat attempts making a map from scratch soon, I would like to see what he comes up with :) [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No
gameplay we are used too from Beta Station.
Look on the screenshot and you will know what I mean. The open space in the corner makes a very good sniper map. So prepare for desi games with this map, it will be a huge frag fest!
is good, and BOT support works very well in this map. I enjoyed watching those BOTS slaughter each other to get the flag. Nice ob Galen. (Try to find all secrets ;) I found \'em al!)
Voy2. The middle section is unchanged, but the flag areas have some additions. The bunker near the back has been given more levels. The two on top are probably best served for sniping, while the middle one is where you'll find your flag. Connecting to this bunker are three walkways spread to surrounding structures. The architecture isn't that bad actually. At some angles it may seem blocky, but otherwise it gives a sense of solid support. There could have been given a little more space to move inside the bunker, though. It's manageable right now, but when you're in a hurry you might find it a bit frustrating. Putting the flags out in the open and on a big height brings up the challenge quite a bit, especially on a dis match. Retexturing the map is one step to getting further from the overused grey Voy textures, but a variety in textures would also be nice. Overall a decent map. You may want to check it out :) [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Models:[/b] No
already did some great map of this. As you can see, this map is not finish. Many thing don't work. I have not been able to open any door, and the readme is surely not helpfull on this. But the main error of this map, is the scale. The map is probably 25-35% too small compared to the real set of Stargate. You can see HoM error, brush badly made, overlapping brush... The Stargate itself seam to have been done in brush. Why not use the public model? Also, I have not be able to use the spiral staires. They are too low. Of course, (beside the scale) the best part of this map, is how it's canon to the serie... But it's all. You can download it if you want. Or if you have time to waste.
of some... explosion maybe? I don\'t really know. You\'ll find various Voyager and borg structures floating around in space. Each base has the Voy bridge, a fiew corridors, transporter room, a shuttle bay and a piece of borg structure. The bases are almost symmetrical except for the borg parts. Each structure has a number of entrances/exits to the space outside, but there are forcefields to protect the inside of the structures from cold vacuum of space.The entire map is low grav, so you can hop between structures on your way to the other side. Weapons and pickups are located everywhere.. on the roofs of places.. inside.. ledges.. everywhere. It appears the map was built from various Raven .maps, which is ok in my book. Except it wasn\'t put together very well. There are many overlapping brushes, and no use of caulk (which definitely lowers the FPS), and no evidence of structural or vis-blocking structures (another hit to FPS). Some of you may not be able to play this at all because at certain points you\'re rendering close to 45000 tris. The concept behind the map seems to be good, but execution could use a lot more work. [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No
sphere a walkway runs (partially covered by glass) which connects the two flag rooms. Small circular hoops are suspended around. The lower hoops give you weapons and ammo, the higher hoops have jetpacks! (the higher hoops are harder to reach, though) At the very top of the sphere a small platform holds a detpack and pickups, while at the bottom of the sphere a pool of energy covers the floor. The entire map is low grav, so it\'s god to have all that space to move around in. The entire floor of the sphere is either a jumppad, or a transporter. It\'s a bit tricky because you don\'t know if you\'re about to hit a jumppad, or be transported to another area ;) The is interesting as a low grav setting. Very similar to Steve\'s map \'The Cage\'. I would have loved to see some more borg structures and more variety in the texturing, but as it stands, the map isn\'t all too bad. Some more info in the readme would be great to fully understand the idea/concept about the map, etc. [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No
bridge or a LOOONG way around. I do not think many people will take the long way...
without touching the water. This is a nice design. It adds much to the gameplay and makes some interesting matches.
the readme) but giving different gray textures really helped to make certain parts stand out and bring some more contrast than to other light-gray-washed Voy maps. You will find the bases to be made up of 4 different levels. The lowest level has transporters to take you to the different levels inside the base and to the bunker in the middle of the map. The second level is mostly protected by glass but for an opening in the middle through which you can snipe through. The third level is has no walls blocking you from enemy fire, but it does house the tetryon and sniping ammo. The fourth level is where you find the flag centered on a bridge. Besides transporters, you can also find trusty ladders joining up levels for you to get around. The middle arena of the map has various obstacles for you to hide behind and stock up on ammo. The bunker has two transporters, one takes you to the blue base while the other goes to the red base. I\'ll just come out and say it, the base designs caught my eye from the beginning. It\'s one of those voy maps that bring something new to the table. I recommend a check-out in the least :) [b]Bot Support:[/b] No [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Models:[/b] No
The transporters are your basic configuration, one goes to the flag, other two go to the bunkers. Dividing the two bases is a large body of water. Spanning the water are three bridges, one is open-air, while the other two are shielded by glass. Some things I liked about this map were the mini-bridges going underneath the centre bridge, and the little sniping-guard bunkers on the sides of the bridge. What I thought could use some improvement was the flag area. It\'s a little cramped and often I found myself falling over because there wasn\'t enough room to get around there. Overall a decent map, it\'s got some good points though I know we\'re all a bit tired of seeing Voy stuff over and over. [b]Bot Support:[/b] No [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Models:[/b] No
horrendous cut and paste job of Raven map files). The map is fairly large and has all the good things of the 3 mentioned maps which give rise to some fast and engaging games. The entire map is pretty much open, though you can find spots to duck such as the bunkers or inside the main base. The map felt a bit remniscent of Vor1 with the flags out in the open and the two walkways on the sides and one walkway going down. If you can\'t pull off some of the fancy tricks of climbing up the bunker or photon jumping, you can always rely on the transporters to get you around. I highly recommend this map to those players who are raedy for a tough, fast and FUN game! [b]Bot Support:[/b] No [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Models:[/b] No
a pretty close looking rendition of the Botany Bay. The entire map is low grav, and takes place solely on the ship\'s hull. Due to this being a relatively small ship it restricts the number of players to 2 (though I think 4 people *might* be able to squeeze in). Only 2 weapons are available: IMod and Compression Rifle. Both excellent choices for a map of this size and type. Great map overall! Should check it out :) [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Models:[/b] No
outside is through a hole punched into the side of the ship\'s hull which then leads to the main deck. The inside and outside areas of the ship are divided by a cage so effectively they are two separate areas though you can still see what\'s happening in the other side. The outside terrain work seems pretty well done (except that caulk should have been used on the many unseen surfaces)! Looks pretty realistic to me. The ship is little blocky and simplistic, it would have been nice to some detail like pipes or more debris or something. Other than that I thought it came out pretty well. Oh, and don\'t forget to pop up for a breath of fresh air every now and then :D [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Models:[/b] No
detached from either ends. Teleports take you in and out of the flag rooms. There is a small bunker of sorts infront of the flag rooms which is great for pushing the enemy away. A large wall divides the map in the middle which is either scalable via jumppads, or you can go straight through it (like in VOY2). [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Models:[/b] No
to the other side. However, this is not the only way to get to the other side. Two paths at the bottom sides go under the walls taking you straight to the base (though not inside). In each base is a 2-level structure cut inside the main wall. It's a pretty one-sided way to get to the top which involves running to one side, using a jumppad to get to the next level, run to the other side and then use another jumppad to get to the top. I found the map to be somewhat fun to play. I liked the center area and the whole concept of the 2 walls, but what I thought was a bit of a time waster was the long route to the flag. [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Models:[/b] No
Each team must grab the enemy flag and attempt to cap it in the [i]other[/i] base. Quite an interesting idea, though I only played with bots(who played normally) it seemed like something fun. I hope this makes it to a server.. it\'s a small change, but I\'d like to see how different it really makes the game :) [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No (I couldn\'t really rate the map much considering it\'s almost the same ctf_voy2 map by Raven)
inspection it turned out to be thick black fog. You better watch your step here as little traps hide all over the place. It's hard to see exactly where they are until you actually fall in them ;) Not all of these traps are bad though! Atleast one that I know of has lots of shield pickups available (but you still need to figure a way out of that trap!). The walkways above are mostly surrounding in glass, leaving them to be a somewhat safe way to get around. I was slightly disappointed by the blockiness and simplicity of the map (considering Steve's past experience and record of pretty decent maps). I'd say download this if it interests you :) [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No
altough I have some nitpicks. For example some of the \"ramps\" on wich u can walk are to fast in height, you go up to quickly. That\'s just my opinion though. Other \"ramps\" are better. (I hope ramp is the correct word) You have to look out with strafe jumping cause you can fly easaly into a gap. This map adds a more variaty to the gameplay of the original spyglass. From the screenshot included it seems pretty open but it is pretty closed. Could make some interesting sniper games. I suggest a download.
rather close together, and there's really nothing else in the map. I'm sorry to say I don't think this map makes for a very good game of CTF. I also noticed some overlapping brushes at the base of the buildings. Bot support included.
ammo, I thought they were well placed so that the powerful ones aren\'t so easily accessible, and their respective ammos are not thrown in big masses around the map. The map utilises a number of breakable objects and glass windows which will give you access to different places, or harbour a pickup. This was a fun FFA map, it has good open areas yet enough structures to provide cover and divide the map. [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Models:[/b] Yes
so that you\'re completely hidden while standing. A small step near the edges allows you to peek over and shoot. The trenches lead to underground tunnels and the flag room. The tunnels are where the weapon keeps are located. In the empty space between the two \'dugouts\' there are a few dead trees and large plants to give you cover. Overall I\'d say this is a must download! Other than a few (small) techy nitpicks I had, this map is very nice! [b]Bot Support:[/b] No [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Models:[/b] Yes
conversion, but that doesn\'t matter... much.. :D It definitely is one of the funnest maps I\'ve played in a while that works well in FFA, TDM and CTF (despite being asymmetrical). The entire map is open with a few corridors that turn out of sight. There are a lot of pillars and obstacles scattered around that help avoid fire and basically get across the map. I\'d recommend checking this one out atleast once, but for me, it\'s staying in my BaseEF :) [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Models:[/b] No
more area to fight in the middle of the map. The bases are a little more closed up and the stairs much wider. The flag room has a lot more room in it, too. A few extra pickups not in the first version are also present and are found in both bases. The snow-capped cliffs encompassing the map are topped off with trees and wild animals ;) And, ofcourse, the key feature of the waterzone map: the foggy waters. Gameplay is pretty decent, though some/most might suffer from bad FPS. The brushwork is in need of some work because there were many \'empty\' spaces between objects. It generally looks a little messy. Some more time to go around the map and fix up these little \'glitches\' would have been nice. The use of two water brushes remains a mystery to me, though I suspect that that\'s the reason of such a big drop in FPS. The map is decent, though more time should have been spent to raise the quality of the map. [b]Bot Support:[/b] No [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Models:[/b] No
to find the flag spot of a team. Complexe, using custom shader, textures and models. Pretty nice.
produce some fun fast games. The use of the jump pads is a badly needed aid to get away from a base as fast as possible. The bases are a reasonably closed off having just 3 main entrances. A teleporter behind the flag takes you to the second level where pickups and the jumppad are found. However, I felt the map could do with some improvement on the item placement. There are lots of weapons crammed in the flag room alone, and a number of pickups too close to each other (invisibility and the golden shield). Having a large array of pickups is not a great idea either especially on such an open medium-sized map. Overall I did find the map enjoyable, though I wish there was some bot support! [b]Bot Support:[/b] No [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Models:[/b] No
low-grav - L\'arena : 1v1 - L\'arena 2 : 1v1 Both the 1v1 arenas have interesting elements to them, such as the use of moving lifts; the Evil Stronghold brings back that familiar SP Holodeck mission to HM gameplay; and the large Chaotic Cave is perfect for a low grav game. I was quite pleased with the two 1v1 levels, there\'s enough room to move around. While the whole map is relatively open, there are spots where you can hide behind objects from unfriendly fire. There are a number of breakable objects at your disposal which can be used to your advantage. The lifts help you get around the map which definately helps when you\'re in need to move out of an area fast! My only nitpick with the Stronghold is that it has two dead ends. Generally, that\'s not a great thing to come across in the heat of a battle ;) Other than that, the conversion came out smoothly. The Cave level does indeed have a lot of space to jump around in, though I wouldn\'t recommend a lot of players on this one. Some more \'higher grounds\' were needed besides the solitary tower in the middle. Perhaps some structures on the walls or maye even another tower. [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Models:[/b] No Please note that you need the Expansion Pack to play these maps.
Matrix, this is a good FFA map. The pillars provide plenty of cover, but you have to stay on your toes. Only thing I wish was different is when you blow up a pillar, it makes a glass shatter noise but the pillar is supposed to be made of concrete. Bot support included!
ctf_Spyglass). -Players must go all the way around the circumpherance of a circle to get the flag, and must bring it back the same way. -3 transporters send players to the upper level. -Weapons 1, 2, 3, 4, 7, and 8 are present along with correct ammo. -There is full BOT support (but sometimes the Bots sit in corners and don\'t move until you kill them). -Disintegration matches are very difficult on this map because there is almost nowhere to hide ;) -This map should not be played with low gravity, because it would allow photon jumping over the forcefield. [/quote]
button to open it can\'t be seen very well. But you\'ll find it.
maps, so you'll need to keep your eyes AND ears open on this one. There was some stuff I wanted to do but had to make some hard decisions, but I'm still pleased with how well this turned out. More work went into this than you might think, so please rate it [b]fairly[/b]. Been working on it since March.
made a small improvement so that the inner ring doesn\'t continously spin (or at least doesn\'t appear to ;D ). So mappers download this now and let\'s see some more Stargate maps!
the red side by pools from the shortcut, the wav that plays on quad and I wasnt thrilled with the way I did the water fall and wanted it to look better, a really nice prefab I found on EF Files, done by Captain Max Ames and Agen007, its gotten gr8 reviews : ) [/quote]
supposed to go. There\'s no indication that it\'s time to change maps, and I haven\'t played single player in a long time. Not much good for RPing and not worth the 20MB download, but that\'s just my humble opinion.
experiance some slow loading. The map itself is quite nice to play, although sometimes the textures are too repetative. The hallways are huge, a bit big for my liking, but thats just me. The flaming sword effects are nice, as well as all other uses of the flame. I enjoyed the crosses on the walls with light coming out, looked pretty class. There are a ton of good secrets to spend your time finding, it took me a while to find one (i have no life). The bar is quite nice, reminds me of a local club I was in once. The map ran lag free on my PC, everyone will probably hit a lag spike when entering the bar, because it loads a file. Overall, some of the textures were repetative, but the gameplay experiance was there. I played this with my gf, and enjoyed it. Now on to some other stuff, it isnt a real ctf map, its kind of a deralict style ctf map, with some extra rooms just to show off (yea wade, thats what your doing, showing off). Then again, these rooms have powerups so its up to you to decide. Both flag areas have unique areas around them, meaning each team gets some different stratagies.
bot support unfortunatly, but who plays against bots these days?
Ladder and then jump of it...
corridors. Sometimes I couldn\'t see a difference between red and blue base, they use the same (red) flames. I think it would be better to do blue flames at the blue base. The bot support file (.aas) is included but doesn\'t work. so no bot support. Go try this map out!
area portals!! No BOT support.
placement isn't that good. To much Quantum Launchers. Also this map is not very open so it's not good for Disintegration.
so good for Disintegration mode. Also I saw some leaks. This map needs work.
\"You will be assimilated\". I like how he designed the map, the sounds are good and work well in this map.
to be reworked. It\'s a bit to small for a good Sniper map.
create it themselves but maybe it is usefull for some people.
a button. That\'s all that has changed over the other versions.
into the void when they got the flag but then they suddenly beamed away. I followed them and TADA, a secret room. In my opinion a good CTF shouldn\'t have secret rooms. They get to often used because of the things you can get there. And when I was playing the map I got a lot of red warning texts. It seems that a lot of Func_breakables are not set up properly. Still this map has a nice concept.
original design, is pretty open wich makes the gameplay a little harder. And it has BOT support. For the people who want to know how the map was made, the .map file is included in the .pk3 file. I suggest to download this at once ;)
to play. Also this map has BOT support wich is of course a good addition. Also watch the good use of entities. They have gas going out of the missle and some conduits. Those hurt you so don't get to close. I recommend a download.
there: *using the underground tunnel *using the train *or just walk over Also it is possible to walk over the train rails. But you can get shot there easaly. This map has BOT support, although the bots won\'t use the train.
skybox. The lines are too visible. If you like it you can download it.
cause there are some dark spots. Also to much Shield boosters and Hypo\'s. Those must be the \"dots\" pacman is supposed to pick up. Download it if you wish.
fall into it you cant get out transporter doesnt work -Turbolifts didnt seem to move -Theres a area when you enter it u fall into \"nothing\" -There are too many doors -U can walk into space near the shuttlebay without getting killed -And a few other things i forgot But like i sayd its a good first attempt [/quote] This is the holomatch version
get out transporter doesnt work -Turbolifts didnt seem to move -Theres a area when you enter it u fall into \"nothing\" -There are too many doors -U can walk into space near the shuttlebay without getting killed -And a few other things i forgot But like i sayd its a good first attempt
has 2 carbon copy bases, each base has enough weapons and power ups with ammo to hold off the borg, you can spawn next to a photon burst and enough ammo, plus sheilds. There are orderly pits of lava between the base connection tunnels that insult you as you burn. The bases are connected by bland tunnels. It should take you about 2 seconds to figure out which ones lead where. I don't reccomend downloading this, the only purpose it serves is about a meg on FN ftp space. -Crusader
simple photon duel. You have at least 3 or 4 photon launcher and the samething with the arc welder. It's the same with the quality. While the map show up a good control over entities like func_rotate, func_train and func_bobbing, the poor quality of the sky make it bad. (Not talking of the black bottom of the skybox!) The map has no physical limit, which mean the water "floot" in front of the sky. The brushwork is also pretty plain. If the author did all those model, textures and shaders, it's a good work. (Did he? no credits for the different part of the map?) Like the autor say in the readme, this map is for speciality (Normaly it's for Team Deathmatch and CTF, no?) and disintegration. However, disintegration in water is a bit sad...
alot even if u play solo so its not recommended to play it online but its cool to check out. Its worth the download.
lot of player, easily over 20. On the tech side, the error are small and hard to find. Only a few badly caulked brush, tiny and rare overlapping, and some area that would have gain to be clipped. Beside that, it's flawless. Sadly, on some large area the texture is getting some tilling. However, there is no bots support, no new texture or shader and no model or sound/music. This is surely a good CTF map to add to your collection.
wouldent recommend downloading it if ure on a low connection because its not worth it
cockpit and aft-area. However, this map goes well beyond the simples, as there are countless buttons to push and not only the standard warp / weapon / alert features. Some panels cause different events such as transwarp drive (from VOY: "Dark Frontier"), alien ship and shuttlecraft flybys, and even the medical chamber in the back room opens up. To top it all off, when in orbit of a planet, you can beam down to an alien compound complete with unlockable doors, sniper towers and a hut in the middle from which you can climb to a secret underground storage area. So lots to explore! Delta Flyer v2 is an excellent roleplay map, and very much recommended by Elite Force Files. ~ Luke20 ("The Doctor").
many whistles and bells, but enough to have a good time.
this pack now !!
transporter room, a shuttle outside, and a ship in orbit. Very cool! Does NOT have bot support. This map isn't intended for fragging. Note: phase pistol not included. Screenshots by Captain Shuttle.
he\'s done a good job. Worth a look. Naturally it doesn\'t have bot support. Bots don\'t know how to RP.
varying heights to the rest of the map. The lighting in this version is a lot more evident and has a better aesthetic appeal than the previous version. Weapons and pickups have been left along the sides of the map, though they have been switched around. The grenade and scavenger are right next to the middle wall which gives you a chance to throw projectiles across. The photons are tucked away to the sides of the map (though it\'s ammo can be found around the map). There are a number of sniper spots, within the bases and in the neutral area. Overall I was quite happy with these changes! I thought I liked the first version, but this one has even more interesting gameplay! Don\'t let the \"voy-remake\" label fool you, this is worth a check out! [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] No
a few areas that disappointed me, and there were a few that really made me smile. This map definitely deserves a download, because it's one of those maps you have to experience for yourself. Anything I could say here just isn't enough. Does NOT have bot support.
now if you know what's good for you. Does have bot support.
have it. Make sure to follow the steps. Don\'t come back here complaining it doesn\'t work. My little brother had no problem with this, and he\'s only 13 years old.
you forgot, bot support is included.
on top of the drydock frame and you can go inside both birds-of-prey, making this map better for fraggers and RPers alike. The skybox is still not a proper skybox though. Does NOT have bot support.
get some more variation going. Here's my original review for v1.0: [quote]Omega Station, or ctf_sni1, is possibly one of the best Voy maps I've seen. What I particularly liked is the fact that it's bigger than the current voy maps, yet has made many efforts to keep the game fair and fast! The flags are now to be found underneath the map secluded from view. It's almost like Spyglass with the forcefield dividing the flag rooms (yet you can still shoot over the forcefield into the other flag room) The transporters have been moved around a bit. It might take a bit to get used to the transporter system.. though it's kinda straightforward and not unlike CTF Voy1. To me, this map combines the best parts of Voy1 and Voy2 (the open-ness of Voy2 and the bunker things in Voy1 with multiple levels).[/quote] I also found out (later ;)) that all the updates from the previous version are listed in the readme, so check that out as well! Still is a great map, and I still recommend the download :) [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] No