Elite Force 2
DDS Converter
formats). This newer version is indeed a huge step-up from the previous v1.2. It has a lot more features and is much more easier to use. It is also a lot faster than the earlier version. The only thing that slightly bugged me a bit is that after converting a file, you either had to Close the program or Restart, which is a little weird but still not a huge hindrance to using the program (I'm really just a nitpicking here, ignore me :p). You can even use this program for other games (or programs) that need DDS files (like recently released Doom3)! Check the readme out for a little more insight into some options that come with the program. I'd say this is a definite download for anyone who needs to work with DDS files.
Elite Force 2 Patch
machine names and .cfg files that contain non-US characters. The sniper rifle now reloads automatically in all game modes. It no longer waits for the player to let go of the fire button. The point of view for demo recording will now follow the direction in which the player is looking. Saved games issues with long computer names fixed. Long saved game names are also now supported. The Ultridium Explosive damage has been increased. You may find that some saved games no longer load as expected. We've tried to minimize the impact, but we do not recommend that you load in saves from before the patch. [b]MultiMatch[/b]Jumping physics can be adjusted by setting "sv_crouchJumpVelocity" and "sv_jumpvelocity" to new values. Setting these variables to 0 and 270 respectively will closely mimic the jumping physics found in Star Trek: Elite Force. Scores in MultiMatch Capture the Flag matches now only exist to show successful flag capture and flag recovery. Each time a team captures the other team’s flag they score 100 points. Frags do not count towards winning or losing a match. Dedicated servers no longer require a CD in the drive. When playing a Disintegration match in MultiMatch, the reload delay for the sniper rifle is now shorter. GameSpy and All-Seeing-Eye support have been fixed and now display player lists and players in game. Players can no longer hear taunts originating more than 20 feet away in MultiMatch matches. A shell toggle for strafe jumping has been added to the Advanced portion of the Start Server menu in MultiMatch. The default is on. This can also be turned on/off via the cvar command "sv_strafeJumpingAllowed." The HUlagometer in MultiMatch has been moved to an area not covered by the HUD. The lagometer is displayed by entering the cvar command "cg_lagometer." The outline of the chat box over the player’s head is now translucent in MultiMatch. Hitting REFRESH on the server list on the MultiMatch menu will now refresh the list while maintaining the current sorting selection. Death will no longer break chat in MultiMatch. The player can now chat until he or she respawns if already typing. Issues with delayed flag capture messages by the game announcer have been resolved. Teams are no longer auto-mixed on map restart in MultiMatch. MultiMatch vote messages have been made more noticeable. "getstatus" and "getinfo xxx" spam console issues in MultiMatch have been resolved. The game will now only switch to better weapons in MultiMatch. When the cvar command "r_displayrefresh" is changed, it will not return to default settings when player quits game. Text chatting in-between Capture the Flag rounds in MultiMatch has been added to the score screen. Issues which had been causing server crashes during capture the flag and other team games in MultiMatch have been resolved. When reviewing server settings in MultiMatch, the detail tab will now show the currently selected game modifier. MultiMatch autobalancing issues have been resolved. The visual graphic indicating that you have the flag in MultiMatch Capture the Flag matches has been enhanced. Bot models will now show up correctly if they are added to the scripts directory and use the extension ‘.bot’. FOV settings in MultiMatch will not change on map restarts if set via the cvar command "userFOV." The simple "FOV" command is used by the system, but should not be adjusted by the player. Weapon reload times can be eliminated in MultiMatch via the cvar command "mp_skipWeaponReloads." Setting this to "1" will eliminate all weapon reload delays. Taunt frequency in MultiMatch has been reduced to 4 seconds. A cvar command called "mp_minTauntTime" has been added and set at a default of 4 seconds. Chat issues during map cycle in MultiMatch have been resolved. The server will now inform the player if they vote to switch to a map that doesn’t exist on the server. The player will be given the option to change their vote, and the vote will only count if the player votes for a map that exists on the server. If a client does not have custom skins that are being used on a server, the custom skins will be displayed as Munro instead. A cvar command called "cg_viewWeaponBob" has been added to disable weapon bob in MultiMatch. It is on by default. Note: weapon bob when strafing has been eliminated permanently and cannot be turned on/off. The sniper rifle will no longer automatically zoom out after the player shoots. The player is now able to turn head bob/sway when strafing on/off in MultiMatch. This is done via a cvar command called "cg_viewStrafeTilt." To turn off the bob, set this to 0. The default is 1. The player cannot see version 1.01 games online when running version 1.1. [b]Fan Maps[/b] Four (4) fan-created maps have been included with this patch. Details regarding these maps are listed below.Map Name: CTF_Tartirus (ctf_tartirus) Game Types: Holomatch, CTF, Bomb Diffusion Modifiers Not Supported: Control Points Max Number of Players Recommended: 16-20 Map Created By: !AAH!Clan - James (Nukem) Cook (mapping) - Jay (Wise Washu) Davies (Scripting) - Jonathon (Mr T) Map Compile and Jack (Fox) Cartwight (Testing, Feedback and Map assistance) Map Name: Romulan Playground (ctf_vor2) Game Types Supported: Holomatch, CTF Modifiers Not Supported: Specialties, One Flag Max Number of Players Recommended: 16-20 Map Created By: Darren "Vorax" Pye Map Name: Exigent (hm_ctf_exigent) Game Types Supported: Holomatch, Team Holomatch, CTF Modifiers Not Supported: Specialties, One Flag Max Number of Players Recommended: 16-20 Map Created By: Darren "Vorax" Pye Map Name: Delta Station 2 (dm_ctf_voy1) Game Types Supported: Holomatch, Team Holomatch, CTF Modifiers Not Supported: Specialties, Control Points Max Number of Players Recommended: 16-20 Map Created By: Adam 'Senn' Bellefeuil & Matthew 'Melon' BealWell that's it, why aren't you downloading yet? ;)
.DDS To .TGA Convertor
etc. Converting .tga back to .dds is more complicated, however, and I am not entirely clear on it myself. However, I asked gameRevolt to clear it up for me, and as soon as I know, i\'ll make a comment. Until then, gentlemen, start your modding! ;)
Star Trek Elite Force II SP (German)
Demo. A terrifying evil has awakened. Hordes of nightmarish creatures are attacking ships and colonies throughout the galaxy. Evolved for combat, their armies have made easy work of the opposition. Now, it\'s up to the Hazard Team to respond. Lead your highly trained squad from volcanic worlds to deadly swamps, from starship hulls to the underground cities of long-vanished races, from mercenary space stations to ice planets. Bring the fight to the enemy as the twisting plot unfolds. Seek to uncover the mysterious origins of the invaders, discover secret enemy alliances and subterfuge, and eliminate the enemy threat once and for all. This 118MB download contains a small portion of gameplay from two of the missions in Star Trek Elite Force II. Within the demo, you will fight against several Exomorph creatures, which represent a small sampling of the wide variety of monsters and different humanoids you will encounter in the full version of the game. IMPORTANT NOTE: This demo is based on pre-release code, and does not reflect the expected final quality level of the full, released version of Star Trek Elite Force II. Any bugs encountered will likely be resolved; weapon balance, level design, scripted sequences and monsters encountered all may change in the final version. Customer support is not available for the Star Trek(tm) Elite Force II Demo. Please do not contact Activision Customer Support for assistance with this pre-release demo. Changing the in-game resolution to a setting unsupported by your video card might result in the inability to run the demo afterwards. To rectify this, manually delete the \'*.cfg\' file in the EF2 Demo game directory (by default is C:Program FilesActivisionStar Trek Elite Force II Single Player Demobase). Please read the demo readme, which has further information. [b]Official minimum requirements for the demo:[/b] 3D Hardware Accelerator Card required - 100% DirectX® 9.0 compatible 32MB video card and drivers* Pentium® III 600 or Athlon™ processor or higher English version of Microsoft® Windows® 98/98SE/ME/2000/XP 128MB of RAM 200MB of uncompressed free hard disk space (plus 500MB for Windows swap file) 100% DirectX® 9.0 compatible 16 bit sound card and drivers 100% Windows® 98/ME/2000/XP compatible mouse, keyboard and drivers DirectX® 9.0Let us know what you think by commenting below! [i][b]Radeon Users:[/b] Apparently for those with radeon\'s there is a fix for the demo locking up. Just set this: +set r_precompressed_textures 0 Gary Buchanan, Level Designer Ritual Entertainment[/i] Pre-Order Elite Force 2 for $39.90 [file=\"13445\"]Click here to download the English Single Player Demo[/file]
Star Trek Elite Force II SP Demo
colonies throughout the galaxy. Evolved for combat, their armies have made easy work of the opposition. Now, it's up to the Hazard Team to respond. Lead your highly trained squad from volcanic worlds to deadly swamps, from starship hulls to the underground cities of long-vanished races, from mercenary space stations to ice planets. Bring the fight to the enemy as the twisting plot unfolds. Seek to uncover the mysterious origins of the invaders, discover secret enemy alliances and subterfuge, and eliminate the enemy threat once and for all. This 118MB download contains a small portion of gameplay from two of the missions in Star Trek Elite Force II. Within the demo, you will fight against several Exomorph creatures, which represent a small sampling of the wide variety of monsters and different humanoids you will encounter in the full version of the game. IMPORTANT NOTE: This demo is based on pre-release code, and does not reflect the expected final quality level of the full, released version of Star Trek Elite Force II. Any bugs encountered will likely be resolved; weapon balance, level design, scripted sequences and monsters encountered all may change in the final version. Customer support is not available for the Star Trek(tm) Elite Force II Demo. Please do not contact Activision Customer Support for assistance with this pre-release demo. Changing the in-game resolution to a setting unsupported by your video card might result in the inability to run the demo afterwards. To rectify this, manually delete the '*.cfg' file in the EF2 Demo game directory (by default is C:Program FilesActivisionStar Trek Elite Force II Single Player Demobase). Please read the demo readme, which has further information. [b]Official minimum requirements for the demo:[/b] 3D Hardware Accelerator Card required - 100% DirectX® 9.0 compatible 32MB video card and drivers* Pentium® III 600 or Athlon™ processor or higher English version of Microsoft® Windows® 98/98SE/ME/2000/XP 128MB of RAM 200MB of uncompressed free hard disk space (plus 500MB for Windows swap file) 100% DirectX® 9.0 compatible 16 bit sound card and drivers 100% Windows® 98/ME/2000/XP compatible mouse, keyboard and drivers DirectX® 9.0Let us know what you think by commenting below! [i][b]Radeon Users:[/b] Apparently for those with radeon's there is a fix for the demo locking up. Just set this: +set r_precompressed_textures 0 Gary Buchanan, Level Designer Ritual Entertainment[/i] Pre-Order Elite Force 2 for $39.90
Instant Texture Viewer
radiant each time to look at a texture ;), just double click the file in Explorer and see it full size! You can even check out DDS files from pk3/zips as well, so you dont have to first extract them to view. The program works really well, and besides just opening DDS files without any hassles, the program supports over 30 image formats, dynamic scaling(zooming) and window dragging. My only gripe with it is that the window always remains on top of everything else (i.e. you always have to minimize it to view a window behind it). But it works great and I know I'm leaving this program on my hard drive :D In more recent games (EF2, CoD, etc) this utility should prove very useful.
EF2 3d modeling plugins
of his thoughtfullnes, we have, avalable to you, the EF2 community, a single downloadable plugin file, containing: neil davis senkusha 3d max script SKBimporter_BETA neil davis senkusha 3d max script sklexporter neil davis senkusha 3d max script tanimporter paul milkshape tan exporter Chris Graham ef2 importer Chris Graham the source code for importer and exporter (exporter not finished) There are additional readme's in the zipped files contained within the parent zip. Some explanations are as follows: The Milkshape Plugins are a set of open source plugins intended for working with models from and between various Star Trek games; they include a number of importers and exporters, and a simple "set length" tool to work with the common scale that these work at. This plugin (msTANExporter) was written for milkshape to export models for the FAKK2 tiki model system. When you export the plugin will create both a uv and a anm file. To compile them into a tan file you must use max2tan which came with the fakktools. The SKL Exporter is a maxscript designed to export the .skl files used by MAX2SKL to create models using skeletal animation. It also exports the morph target data used by Elite Force 2 for facial animation. Download and enjoy!
MOM - Multi Options Menu
Menus, but it works in multiplayer any time, without cheats enabled. Changes MOM 1.0 VS MOM 2.1: - Improved Stability - Crash fixed when started from the Menu: Start Server - Enabled selection from the Maplist when Starting a Server - The Functions can now grab the player who called them - A function can now be called in multiple instances - Menus lock down when they can not receive input
NPC spawn list
the drop down console. While not a modification, this is a useful file which is quite handy for anyone wanting to make screenshots with Elite Force 2. See the readme for slightly more information and usage instructions. ~AdmiralHocking
First Contact - Bonus Map
showing the Borg in the Enterprise\'s engineering. When the game went gold Ritual included it into a special UK release. The map basically shows the Enterprise-E in the way it looked in the final part of First Contact. You can visit the assimilated enginineering as well as the bridge. There are a few weapons included, fitting to the Borg theme it also features the I-Mod, however I would rather recommend this map for smaller RPG sessions in EF2. There is also a little secret included, good luck at finding it ;)
USS Enterprise Details Mod
and monitors are changed from the Federation placeholder logo to LCARS info displays. - The Hazard Team briefing room viewscreen now displays the team logo. - Starfleet fonts are used in the shuttlebay and the deck 8 cargo bay, plus on the cargo bay used in the training levels. - The \"forward\" and \"back\" buttons at the library are changed. NOTE: This mod also changes the Federation Weapons Energy and Health terminals to appear more consistent with LCARS-style. This will make their appearance look different from original on both the USS Enterprise AND USS Dallas maps. Desktop monitor display changes will be seen at Starfleet Academy as well if this mod is installed.
Lt Commander's Collar Mod
Also, all the uniforms are variants and have a small stripe on the jacket by the collar that is the same color of the department. This was only seen in VOY: Life Line.[/quote] Better than any explanation I could of come up with.
HaZardModding Co-op Script Mod Full - INSTALLER
named NOSCRIPT, it allows you to use Important Script and Co-op Mod features without scripting your self. The NOSCRIPT feature is used on the new level Co-op Ice Station - Changed: Player IDs are now bound to the client ID (player1 = client 0, player2 = client 1, and so on) - Added: Two more Maps, m2l0-sfa and m12-end - Added: Full Multiplayer Cinematic Support, Cut-scenes are now available in Multiplayer - Removed: BSP-files, using a new code to manage entities without target name - Fixed: The Field of view messing up during Singleplayer - Fixed: Hundreds of small bugs - Added: New Huds - Fixed: Menu Lock-down on level credits - Removed: Old Huds - Optimized: Existing Huds
A Gate Two Birds and the Beautiful Sky
[b]Chrissstrahl[/b] we finally are able to host this fantastic open source project. From the creators of the hugely successful Colony 7 modification, the GBS adventure brings you ten scripted maps/levels to play through and enjoy. The missions see you take the role of Illia Ericcson whom is an ex-member of the mysterious organisation known as Section 31, you must follow her travels on one of her most dangerous assignments as she travels into Romulan Space. This is truly one brilliant file and it is recommend for download if you do not already have it. See the readme for further information. ~AdmiralHocking Video Review by
ST:Voyager Conflicts of Interests Model Pack
includes several models as seen on the USS Defiant and several seen on the USS Voyager, all of which make a nice complement to any DS9/VOY era maps. 7o'nine has also kindly included image files that show you how each texture is wrapped around the models, which means making your own textures for them is a lot easier. This is an essential download to any EF2 mappers out there. :) The STVCOI Teaser can be found [file=50073]here.[/file]
EF2 Menu/HUD Mod
Starfleet/Federation logos in \'pause\' and \'default map image\' to the Hazard team chevron. - Changes the HUD \'comm\' frame from a round logo to a square one, similar to that used in EF1.
USS Dallas Refit Mod
minimal modern Starfleet 2370\'s standards. - Adjusts all door labels and most button switches to the LCARS font and/or style. NOTE: this mod also changes the Federation Weapons Energy and Health terminals to appear more consistent with LCARS-style. This will make their appearance look different from original on both the USS Dallas AND USS Enterprise maps.
Starfleet Academy Details Mod
Starfleet chevron emblem. - All door labels now use the regular Starfleet font. Desktop monitor and PADD display changes at the Academy will also be seen on board the USS Enterprise.
Enterprise BETA for EF2
already, I would love to see it continued to be worked on! So far you can access many areas of the ship including decks 1, 2 and 3, transporter rooms, sickbay, the shuttlebay, the bridge, and engineering. Like the readme states, there is only one weapon in the entire map so far and you can walk through some stuff on the bridge. I definately think this is worth finishing, so go for it! Oh, and download it now ;). Gez
Return of the Empty Crown
is losing contact with many worlds. Reports of sudden attacks around the Romulan border. Then, the USS HAWK gets a distress call from Attrexia Prime. Romulans have invaded the planet and are killing its people. When the HAWK arrives, it is attacked and boarded. Playing as Lt. Commander Richard Mainwhering, a relation of Alex Munro, you must fight off the Romulans and help the Attrexians fight the Romulan invaders. Play over 4 brand new levels in a new EF2 MOD!" This MOD has no cinematics or fancy script, it is a first person storyline." [b]Review:[/b] Luke decided to release a second version of his mod that does fix a few things that were bringing it down earlier. The maps have gotten bits of upgrades here and there, and they definitely play a lot smoother than the first version. They also do look a little more finished (the sky still gives HOM effects, but whatever). Tempest's models are included (somewhat) in the file, so you won't need to go searching around for them to download. The levels will also automatically switch from one to the other, so you won't need to keep reloading each one manually. The storyline is pretty much unchanged, so there's nothing new in terms of that. I still don't understand the reason for not putting the files in a nice, easy to use pk3 :confused: Anyway, overall it is a definite improvement over the first version :) [u]THE RETURN OF THE EMPTY CROWN CHAPTER 1 GUIDE[/u] [b]Characters:[/b] Lt. Commander Richard Mainwearing A relation to Alex Munro, this is who you play as. Lt. Commander Telsia “TM2” Murphy A clone of the original Telsia who was created when the Hawk traveled to an Attrexian colony. Lt. Jono Pici A teammate of Denobulan origin. Captain Lewis 16 year old Captain of the HAWK. A cross between Captain Picard & Commander Riker. [b]Gameplay: [/b] When you have installed the MOD (See readme.), open the console in EF2 and type: [b]map chapter1hawklevel1[/b] At the end of Level1c, EF2 will close. [b]STORYLINE:[/b] The USS Hawk has picked up a distress call from the planet Attrexia Prime. When the ship arrives, it is attacked and Romulan troops begin to capture the ship. You must defeat them and then shuttle down to the planet. [b]Level descriptions[/b] [b]Level 1 – USS HAWK Shuttlebay[/b] [u]Objectives:[/u] 1- Get to the Hazard Team prep center and collect you weapons. 2- Clear the ship of Romulans. [b]Level 1a – Attrexian Streets[/b] Now that you are on the planet, you must help the Attrexians: [u]Objectives:[/u] 1- Clear the Attrexian City Streets of Romulans. 2- Get to the Command center. 3- Eliminate Snipers from roofs. 4- Protect the Attrexians. If you complete the level, then you have completed all objectives except No.2 which is inside a building. [b]Level 1b – Attrexian Command Building[/b] You are inside the main building of the Attrexian empire. Be careful, there are high risk fires and gas leaks that will kill you instantly. The Waiting room is a dead end, so find another way round. [u]Objectives:[/u] 1- Get to the Command center. 2- Eliminate all Romulans from the building. 3- Protect the Attrexians. When you complete this level, you have completed all of these objectives except NO.1. [b]Level 1c – Attrexian Outskirts[/b] You arrive in the Command center, automatically completing that objective. When you get outside, Telsia and your other team member will stay and look after some wounded Attrexians. Be careful for cloaking enemies. The Romulans have got a new technology that you will find out about! [u]Objectives: [/u] 1- Clear the field Hospital of Romulans. 2- Go to the Attrexian Underground train and clear the tracks of Romulans. 3- Get back to your shuttle! This is very hard. After the underground train is clear, you will come out onto a giant field of Romulans, Attrexians & Starfleet Officers. Your shuttle is behind a wall and the only door to the shuttle is locked. Find a console and unlock it. But be quick! The door will only be open a few seconds! The mission will end and you must wait for Chapter 2 to see the aftermath. [b]Secrets & Other Information[/b] In each level, there are secret areas and starships. Look for them! [b]TIP:[/b] Always let your teammates take damage. You will stay alive that way! Don’t shoot Attrexians, they will always help you! Video Review by
Mission Selection Mod
play "that" mission but dont want to play through the game again. -FliX
USS Ark Royal - Teaser
many differences between her and her older sister ships, the Enterprise and the prototype Sovereign.
RPG Warbird
This Map is also [quote]far better then the beta and fully playable[/quote] Fancy that. Do download, I love Romulan Warbirds. :)
Aquarium - Relax Video
very similar to those screensavers that you can get with fish flying around. Just hit the 'repeat' button, turn up the sound to hear gentle bubbling water, and you'll feel like you have your very own EF2 fish tank! My only complaint is that the video is a little dark, but other than that, great stuff! ~ Luke20 ("The Tenth Doctor").
A Gate Two Birds and the Beautiful Sky
the creators of the hugely successful Colony 7 modification, the GBS adventure brings you ten scripted maps/levels to play through and enjoy. The missions see you take the role of Illia Ericcson whom is an ex-member of the mysterious organisation known as Section 31, you must follow her travels on one of her most dangerous assignments as she travels into Romulan Space. This is truly one brilliant file and it is recommend for download if you do not already have it.[/quote] This is an updated version of the GBS Mod, all known bugs have been fixed. See the readme for a complete list of changes. This package includes also all source files. A great place to start if you have never played this excellent modification before! ~ Luke20 ("The Tenth Doctor").
Überradiant Fix
Editor. This fix also contains the surfacelist.txt,it needs to be placed at "ef2/base/global/". The surfacelist.txt file is used to define Footstep and impact sounds per texture surface. Please have a look into the surfacelist.txt for detailed informations. Definitely a must if you are a EF2 Modder
RPG-Mod
version of the popular RPG-X modification, but such a comparison is a little premature. An extension of multiplayer, so long as you have the correct maps installed (see readme), you can walk around and interact with other players without starting a frag match, spawn with a phaser and tricorder, have the ability to sit down properly in a chair, view your character in first or third person, stun/kill other players, and even kick people who are annoying! In addition to game changes, the mod offers improvements to the already available USS Enterprise-E map, such as transporting n00bs to the brig when the transporter forcefield is activated, and actual images on the viewscreen of ships. An all-together nice & potentially revolutionary mod here from oberlerchner123, and a recommended download for all those EF2 players. ~ Luke20 (The Tenth Doctor).
Modifying a BSP File
PDF-Document.[/quote] So if you are a mapper, this is a great tutorial for you. :) ~ Luke20 (The Tenth Doctor).
RPG_Enterprise-E - Patch 1.1
list of additions are; [list] [*]Added Interactive Turbolift Menu [*]Added Toggle Viewscreen [*]Added Mini-Mission [/list] For those that enjoyed this fantastic map in the beginning, your going to have even more fun with it now. I was somewhat bemused by the addition of the Earth Defense scenario, as RPG maps generally aren\'t supposed to have any guiding effect on possible plots. However all in all this is a well put together patch and is a required download for anyone wanting to have RPG-X style turbolifts. See the Readme for further information and installation instructions. [i]Note: This file requires the original download for use.[/i] ~AdmiralHocking
STVCOI Defiant Class W.I.P
the map you will start on the Bridge of the ship, from there you will be able to look around the Bridge itself, the Transporter Room, corridors and of course Engineering. Also displayed is a wide range of impressive shader effects, including animated LCARS and other new textures. Explorer notes in the readme that the map is full of bugs, however it most certainly doesn't spoil the experience. :) [i]Note: Screenshots are of poor resolution, attempting to run the map at full quality crashes Elite Force 2. Additionally you will need the model pack that was released which can be found [file=75275]here.[/file]
USS Armstrong
so that means no interactivity, however, this is still a fun map to play. One thing to keep in mind is in order to activate the doors, you have to [i]use[/i] them.
Uber Radiant System Textures Update
nice pink (like in GTK Radiant). Full feature list: - Changes the \'common\' texture set of UberRadiant to a more GtkRadiant look. - Adds a texture to the \'language label\' shader. - Adds a new \'hologrid\' texture. - Gigon\'s radiant colour scheme included as bonus. The update will have no effect on your completed map, just how it looks in Uber Radiant. So get it now if you, like Gigon, are horrified at the colour scheme Ritual used for the system textures.
Ultimate Patch
MP to make it way better. Some EF1 features are like the detpack (lovely, huge explosion now }> ), the ability to talk to your attack/target (sort of like a private messaging feature), the holodeck intro, awards, intermissions and much more. Some of the things it fixes are that bots stay from one match to another (previously you'd have to keep re-adding them), better disintegration/sniper aiming, working map loading screens (so you can atleast see what map you're about to play! The system of map loading screens has also changed to avoid a lot of horrible confusion with the normal EF2), no more flypaper walls, more server customizations, etc etc etc.. you really want to check out the readme for what all this patch does. Hope to see this being used out there on EF2 servers/players, it's a huge [b]must[/b] to download. Here's what's new in v1.1:[list][*]Added client command - drawgun [*]Added client command - drawtimer [*]Added client command - dropitems [*]Added client command - tell_attacker [*]Added client command - tell_target [*]Added cvar - mp_drawAttacker [*]Added cvar - mp_showTargetSkins [*]Added cvar - sv_entityFadeDist [*]Added health specific pain sounds [*]Added holodeck intro - mp_holoIntro [*]Added specialty class banning - mp_banClasses [*]All items apart from flags now drop with angle and velocity [*]Constant light added for metaphasic shielding and quantum weapon enhancer [*]Constant light colour changed to silver for armor [*]Constant light turns off for the item in question when it is picked up [*]Fixed impressive award [*]Fixed instant hit weapons aiming [*]Fixed laggy crouching [*]Fixed map loading menu displaying - SEE LOADING MENU INFO BELOW [*]Fixed podium positioning when the info_player_intermission has a target [*]Fixed the voting hud so that it appears on votes [*]Jumppads have been modified to act more like jumppads (set their speed to 0) [*]Revamped respawn invincibility time [*]Small Hyposprays are now worth 10 health and can be picked up while your health is above 100 [*]Spectators can fly through bodies and have smoother movement [*]Updated menus - added the easier two bot skill levels (cadet and ensign) [*]Updated menus - the callvote menu now shows a levelshot, mapname and options for selecting modifiers, gametypes and other things [*]Updated menus - the specialties menu now displays the correct text tips [*]Updated menus - you can now click on the maplist titles to arange the lists in alphabetical order [*]Zoom hud background removed to make it clearer[/list] A list of all the added commands are given in the readme with an explanation on what they are and how to use them.
Runabout
cockpit. Download if your an RPG player if your not then don\'t. ;) -FliX
Inventory Mod
to replacing one with the other). Another, much bigger addition, would be the Enterprise Hull Turret! The one you use in SP to fight off those Idryll ships. It\'s usable as a standard gun (as in you can walk around with it, don\'t have to stand in one place), and it comes with two fire modes. Primary shoots two yellow-coloured shots, and secondary has 3 blue shots. It\'s a close-range weapon (as in, the range of damage decreases the further away your target is), but it\'s still very deadly. The crosshair also changes to this fancy blue one ;) I know it\'s a simple mod which just switches around existing models, but I\'d get this just for the Ent Turret... it\'s pretty fun }>
Elite Force 2 GDK
programs [*]Lots of documentation[/list][b]Note:[/b]The GDK is released as-is and is not supported by Ritual or Activision
Idryll weapons and Uniform mod
easy to defeat the Capital ship. But still if there are guys that need this, you can download it...
Transporter fix
much better. But now the sound is wrong again. They use now the sound that should be used in Elite Force 1. So I made this to fix it. I can\'t rate it since it\'s my own file. The transporter sounds are now changed to TNG ones. I think they sound cool but that\'s up to you.
First Contact Uniform
Trekkie in you ;) The skin doesn't detract from the original demo skin, so there is no harm in using it! (detailed) Installation intructions are in the readme! Basically extract pak40.pk3 to your 'SP Demo/base' directory. FYI: The screenshot below's gamma was probably intentionally increased to show the zipper and all that :)
HaZardModding Co-op Script Mod Client ONLY - ZIP
Campaign from the Single-Player Co-Operatively in Multi-Player together, with up to 4 Players in total. Most important changes are: - Reduced to 4 player Co-op - Reintegrated Context Dialog - Pressing the objectives key in SP displays the Co-op Objectives on Custom maps - Updated the Video Menu to adjust 3rd Person Camera view
The City (Demo)
he\'s up to and stop him at all costs. This demo includes the first two levels of the mod.
Co-op ABugs (work in progress)
campaign, Coop Bugs takes you on a Idryll ancient Planet after the Singleplayer Campaign ended. The Attrexians and Idryll began to work together to refurbish the old ruins and dig-out and research Idryll artefacts.
MOM - Multi Options Menu
choose between multiple options, his selection can be detected by the script and will perform the predefined action in a function. This is similar to the stock singleplayer Menus, but it works in multiplayer any time, without cheats enabled. 16 Options per Menu are provided from which the player can choose. This map provides the following features: - A two way Transporter with 4 available different coordinates - A Replicator, allowing you to pick up and use the items - 4 new interactivity indicator Symbols - Gives a weapon to the player on spawn - A Lift, with 9 levels to go - A controllable Fontaine - A Code access Panel - A destructible Lamp - 5 different Menus
Compression Rifle for all missions
different hand phasers and tricorders you get. But fair enough. Important Note: If you try to load a game saved before this was added, the Rifle won\'t appear until the next mission. Presumably because the weapons for that mission have already been selected.
HaZardModding Co-op Script Mod Full - INSTALLER
numerous of fixes and new features.
Co-op Alien (work in progress)
playable, but the mission isn\'t yet complete. Nevertheless, a nice Christmas present for the remaining EF2 players!
Voyager Phaser
provide you with that trusty old EF1 weapon (it is supposedly the same model) for the whole of the sequel. Fancy that!
Co-Op Alien preview video
new EF2 level, which looks well built and starting with a nice cinematic. For some reason there is a guy in a spacesuit which the player suddenly runs away from rather quickly... Download if you are a fan of Co-Op and want to see what is coming our way!
HaZardModding Coop Script Mod Client ONLY - INSTALLER
Games. - Added: New Huds - Fixed: Menu Lock-down on level credits - Removed: Old Huds - Optimized: Existing Huds
HaZardModding Co-op Script Mod Full - ZIP
named NOSCRIPT, it allows you to use Important Script and Co-op Mod features without scripting your self. The NOSCRIPT feature is used on the new level Co-op Ice Station - Changed: Player IDs are now bound to the client ID (player1 = client 0, player2 = client 1, and so on) - Added: Two more Maps, m2l0-sfa and m12-end - Added: Full Multiplayer Cinematic Support, Cut-scenes are now available in Multiplayer - Removed: BSP-files, using a new code to manage entities without target name - Fixed: The Field of view messing up during Singleplayer - Fixed: Hundreds of small bugs - Added: New Huds - Fixed: Menu Lock-down on level credits - Removed: Old Huds - Optimized: Existing Huds
HaZardModding Co-op Script Mod Client ONLY - ZIP
to join in at Co-op Games. - Added: New Huds - Fixed: Menu Lock-down on level credits - Removed: Old Huds - Optimized: Existing Huds
HaZardModding Co-op Script Mod Client ONLY - ZIP
Games. - Added new Huds - Removed old Huds - Optimized Existing Huds In one ear and out the other?
HaZardModding 4 Custom Co-Op Levels - INSTALLER (1.0)
will need the Co-op Mod to host with these levels.
Ice Station
released yet. Download to play the Map on the HZM Co-op Server On-line.
HaZardModding Coop Script Mod Client ONLY - INSTALLER
can not host a Co-op server with this, it is for the Client ONLY, which means you need to join a working Co-op Mod server to play the Mod.
HaZardModding Co-Op Script Mod Client ONLY - ZIP
with this, it is for the Client ONLY, which means you need to join a working Co-Op Mod server to play the Mod. All I would say are that all these many hundreds of Co-Op mod releases are getting a tad confusing. Which one is for what? Who needs to install which? I hope a definitive, ultimate version can one day be released!
Star Trek Elite Force 2: Episode 1
2. [b]Episode 1[/b] from mapper [b]Daedalus[/b] is set on Deep Space 7, Starfleet's new multi-race station, and Munro is here to clear the station of bugs. I mean bit of a demotion from where I'm sitting. Poor guy. But anyway, off he goes. That is pretty much the plot, and it is only barely mirrored in-game. I'm aware that this is supposed to be a beta version, but it feels like less than even an alpha. The mapping is woeful at best, clipping is lacking, most of the characters shoot you despite the fact you are supposedly doing them a favour, I've seen more of the void than I ever wanted to, and even the installation instructions of the ReadMe are plain wrong: you need to install it into base/maps, not just your base folder. This is no PK3 file, and worse off for it. Whilst playtesting, I ran this map without the supposedly required RPG mod from [i]oberlerchner123[/i]. So many problems, as listed above! Nevermind, I thought, the mod will make some sense of this. I ran this with the RPG mod. I'm not quite sure what the difference was. In other words, there isn't one. And that is a shame, because I genuinely believe that the developer in question is trying to make this work. I encourage him to continue, but there is a long way to go. Wildly disappointing, and most certainly not fit for release in my opinion, but if you are one of those few Elite Force 2 players, it may give you a bit of nostalga for five minutes. ~ Luke20 ("The Doctor").
Deathmatch Pool
appearance of the map (could be a temple to the god Neptune). Texture quality is decent enough, map design and layout is impressive and lighting nicely complements the whole atmosphere of the environment. Don't go diving in green water though, it doesn't look safe stick out tongue Map Specials: * Excellent Gameplay, for strafers and non-strafers * High detail in Ambient, with Lights and Sound * You can get drown under water (starts within in 15 sec). * Small air bubles approaching the water surface, show that you lost some air and health * A ventilator pushing you back to the water surface * Water splash when approaching the CompressionRiffle location * A well hidden secret to be discovered * Destructable gameplay embeded glass objects
EF2 Master-Server Toogle fix patch (win)
quite useful if game support is ever pulled.
EF2 Client-Side Master Server Patch
change the variable: sv_master1 ef2master.gdev-rp.org
EF2 Master-Server workaround - serverlist.dat
the game. HINT:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: The file pak0.pk3 is also located inside the base folder. EXAMPLE::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: c:program filesActivisionEF2base IMPORTANT::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: DO NOT CLICK ON -> get list/Liste abrufen KNOWN SIDE EFFECTS:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: 1. The CD-Key will no longer be checked, due to the auth-server being down as well. 2. If you click on "get list"/"Liste abrufen" while you have selected the source "Internet" the file serverlist.dat will be overwritten and you will need to replace it again to see the servers saved in this old serverlist. UPDATE:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Added all server to the favorites list. Select the source "Favourites"/"Favoriten", if you click then on "get list"/"Liste abrufen" the servers will not dissapear. CREDITS::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - Barclay for suggesting to add the servers to the favourites - MyKard for informing us about the auth-server being down as well - Chrissstrahl providing you this workaround
Adding Servers To Your Favourites
this .zip file also comes along with IP numbers for various servers.
EF2 Expansion Pack Alpha Demo: Rescue Chell (ZIP Version)
very early alpha of the Expansion pack demo. This is a mini mission which has a long story: You are a commander of a starbase rescuing Chell. Chell visited an idryll temple (federation has made an alliance) to study their new 'flying temple'. Unfortunately, The Idryll have betrayed you and Chell and have held Chell hostage. Your mission is to get them back for it and rescue chell! Also there is a little bonus level, prisoner chamber, which has only had the cell mapped so far. This is a big project!I know there are several bugs, such as skybox messing up and seeing through walls and a few other things like invisible walls, (use noclip) but this is only an alpha version of what will be a fun mod![/quote] [quote]Dear developer [b]Daedalus[/b], thank you for your file and the message enclosed. I appologise for taking so long in replying, but you know how it is... or maybe not. Anyway, I very much admire the short cinematic at the beginning of your mission - it shows hope for what is otherwise very much an alpha. I liked the storyline, and the scope of the levels - I too have always wanted to see wastelands as large as those here, and the crashed shuttle was a nice touch! So yes, I very much suggest you keep working on fixing those bugs, and present to us an improved beta version. Kind Regards, Luke20 ("The Tenth Doctor") of Effiles.[/quote]
EF2 Expansion Pack Alpha Demo: Rescue Chell
starbase rescuing Chell. Chell visited an idryll temple (federation has made an alliance) to study their new 'flying temple'. Unfortunately, The Idryll have betrayed you and Chell and have held Chell hostage. Your mission is to get them back for it and rescue chell! Also there is a little bonus level, prisoner chamber, which has only had the cell mapped so far. This is a big project!I know there are several bugs, such as skybox messing up and seeing through walls and a few other things like invisible walls, (use noclip) but this is only an alpha version of what will be a fun mod![/quote] [quote]Dear developer [b]Daedalus[/b], thank you for your file and the message enclosed. I appologise for taking so long in replying, but you know how it is... or maybe not. Anyway, I very much admire the short cinematic at the beginning of your mission - it shows hope for what is otherwise very much an alpha. I liked the storyline, and the scope of the levels - I too have always wanted to see wastelands as large as those here, and the crashed shuttle was a nice touch! So yes, I very much suggest you keep working on fixing those bugs, and present to us an improved beta version. Kind Regards, Luke20 ("The Tenth Doctor") of Effiles.[/quote]
Mapping Standards for EF2
does NOT tell you how to build maps! Some users have been waiting along time for this tutorial to become released.[/quote] [b]Chrissstrahl[/b] is good at this tutorial stuff. Give it a download. :)
CTF Fortress
fortified bases with a flag in each and plenty of sniping spots around and on them. There are pools on both sides and a walkable wall surrounding the map, so lots of different ways to get around.
EF2 Entertainment Pack 1
creativity does not yet match his skills. The three maps contained in this file are [b]RPG_Warbird[/b], [b]EF2 Killbox[/b] and a pre-scripted version of [b]Paradise Island[/b], and all feel like very early alpha versions. Whilst expansive, and fairly interesting to explore, the Warbird map is pretty dreadful with dozens of brush holes looking out into the void, a mix of clipped and non-clipped objects (I can walk through tables in the mess hall), and ladders that take you to the side, rather than up. Aside from the door controls, none of the panels do anything. The Killbox map is no better, and consists of a massive chamber of repeating Enterprise textures with a warp core in the middle and a few transporter booths that take you around the room. Paradise Island is thought through well, although on your own, the hostiles will kill you before you get very far. Rather than an entertainment pack, this feels like a selection of tests that the developer has used to experiment - learning how to use the editor. With a bit of polishing and hole-plugging, these maps and Daedalus' skills could be improved a lot, so I hope he'll keep working on them. :) ~ Luke20 ("The Tenth Doctor").
HaZardModding Coop Script Mod (Mac/Windows/Linux)
and in some ways, complicated (see Readme), what this boils down to is the EF2 single player campaign converted for use in multiplayer and online, allowing you and friends to play through the story and work together to defeat the game. As a high quality mod, this is what the developer has to say: [Quote]A looooooooot has changed since 4.2 a loooooot got better and again more levels can now be taken co-operatively. And as little special Daedalus has provided the first custom level for our Mod; Co-op Paradise Island is included in this release! There is just one thing to say left: Rock it![/quote] ~ Luke20 ("The Tenth Doctor"). [i]Please note that this is the Mac, Windows & Linux manual install version.[/i]
Co-op Paradise Island
the author's description: [quote]Huge Outdoor environment, two Objectives, countless Enemies and massive fun, is what makes this map to a good addition to the HaZardModding Co-op Mod[/quote]. What with a new Co-op release recently, it is good to see that new maps are being produced for the mod.
Co-op Bat'leth Arena
objective is to defeat all Klingons in battle with the Sword of Honor itself. [i]Apparently, whilst this is compatible to HaZardModding Co-op Mod 4.4 and above, you do not require it.[/i]
HaZardModding Coop Script Mod (Windows-Installer)
and in some ways, complicated (see Readme), what this boils down to is the EF2 single player campaign converted for use in multiplayer and online, allowing you and friends to play through the story and work together to defeat the game. As a high quality mod, this is what the developer has to say: [quote]A looooooooot has changed since 4.2 a loooooot got better and again more levels can now be taken co-operatively. And as little special Daedalus has provided the first custom level for our Mod; Co-op Paradise Island is included in this release! There is just one thing to say left: Rock it![/quote] ~ Luke20 ("The Tenth Doctor"). [i]Please note that this is the installer version for Windows users only.[/i]
RPG_Academy Bug-fix Update
location. - The door leading into a death-end corridor is now locked. - Environmental sound problems. - Reduced network lag. - All blocking Clips, in the Garden and the interiors, this includes all chairs WHAT IS NEW ? - Spawn-spots have been added to allow support for 22 players.
RPG_SFC
I have decided to publish the map in its unfinished state. I have included in the .pk3 the .map files so people will be able to modify it at will. Right now the map would be ok for a role play but it need improving. Bot support: no (I dont know why you would need it on an rpg map) new textures: no (never got around to finishing the map so no new textures) build time: 50 hours (and its still not done lol)
HazardModding RPG Script Mod
http://creativecommons.org/licenses/by-sa/3.0/de/deed.en_GB
UberRadiant Patches tutorial
mappers to make more for EF2. Good stuff here. ~ Luke20 ("The Tenth Doctor").
Schiessstand
massive room, spawning different kinds of stock hostiles from EF2, such as Romulan snipers, the Idrill bomb-planters, and many of the Exomorphs. You then, of course, get to fight them, with appropriate weapons, and activating more control panels can add fog or bushes, to vary the environment. Although playable on your own in single player, this map would be even better in multiplayer situations, as you could work together to defeat the enemies, and that option is also avaliable here. This release feels like a beta version, what with the room that is too big, and the various dev-messages that appear on the screen when you push a button, but this is a unique and interesting map to play, and I hope another version of it is released. ~ Luke20 ("The Tenth Doctor").
HaZardModding Co-op Script Mod Communicator - Video
conditions and send messages to other players. The specific features are listed in the readme section below. A short, but good video going through all the options of the menu. :) ~ Luke20 ("The Tenth Doctor").
Stargate Tech Demonstration
the tin: [b]Chrissstrahl[/b] has brought out yet another new release... this time, a good example of how to use the Stargate prefabs in a map. The Pegasus Stargate model is still its un-canon self with those tiny chevrons, but aside from that, a nice little test map - good stuff. ~ Luke20 ("The Tenth Doctor").
UberRadiant basic tutorial - Part 2
[b]NtKPerun[/b], and compliments the first one well if you are a beginner. ~ Luke20 ("The Tenth Doctor")
UberRadiant basic tutorial
sizes in UberRadiant. A nice little starter tutorial if you want to start mapping for EF2!
HaZardModding Coop Mod Wallpapers
[b]Chrissstrahl[/b]'s work, or EF2 in general! :) [i]As an incentive for people to actually download the wallpapers, I've removed all but one of the preview pictures at the bottom of the page, so you can't just copy and past them.[/i] ~ Luke20 (The Tenth Doctor).
dm_hell
mistakes including some lag. A bit too bright, looks like the map is set in a universe where relative luminance is a bit off the walls :p. The map design is average to adequate depending on how critical your are with decent item placement and a good structured design for combat but it still needs a lot of work. Admittedly, Perun states the failings of his own map so this is released as-is so go easy on the criticism.
dm_pool level video
are curious about the map then have a look at this. [b]Note[/b]: You can grab the map itself [url="http://eliteforce2.filefront.com/file/Deathmatch_Pool;100205"]here[/url]
Deathmatch Pool
the aqua appearance of the map (could be a temple to the god Neptune). Texture quality is decent enough, map design and layout is impressive and lighting nicely complements the whole atmosphere of the environment. Don't go diving in green water though, it doesn't look safe :p [b]Map Specials[/b]: [*] Excellent Gameplay, for strafers and non-strafers [*] High detail in Ambient, with Lights and Sound [*] You can get drown under water (starts within in 15 sec). [*] Small air bubles approaching the water surface, show that you lost some air and health [*] A ventilator pushing you back to the water surface [*] Water splash when approaching the CompressionRiffle location [*] A well hidden secret to be discovered [*] Destructable gameplay embeded glass objects This map is definitely worth checking out if you are a fan of EF21 - [b]IKS[/b]
BSP-Level based game Engines
English document.[/quote] Says it all really. Nice tutorial from the lovable [b]Chrissstrahl[/b]! ~ Luke20 (The Tenth Doctor).
RPG Atlantic
map. It puts together many maps into one. This map is as a result, huge. There is no bridge, as Daedalus is better at editing sources and making rpg maps than making a good thing from scratch. This would ruin the map if he made a bridge, as the source did not include one. Obviously this is a map for junior officers Roleplays mainly. A few [b]bugs [/b]along the line that the author has recognised: [*] Turbolift Teleport problems: Transports to the same deck :P Resulting only one way to get to engineering. [*] Teleport Glitch: you get teleported into the ceiling, you have to duck to get off the ceiling lol [*] Cargobay door on particular deck: Opens really Weird?!? This is a tough one to call. Whereas it has considerable work done to it, the textures have left a lot to be desired. The texture quality really doesn't do this map any bit of justice as there is no detail and it is very bland. It is a real pity that the textures are a let down. This map has potential but it really needs a major overhaul of æsthetics to really make this map worth checking out. An improvement version is needed :) - [b]IKS[/b]
RPG Warbird
for ef2. With all damage removed, this is sure good for romulan plotlines! So here we have the supposedly long awaited RPG Warbird, I wouldn't know how 'long awaited' it is personally as i don't follow EF2 WiPs that closely, still, here's the review. So you spawn on some form of platform/walkway next to some form of pit/shaft, apart from the missing ceiling (resulting in whatever was last on you screen appearing in it's place) it looked quite... Romulan-esque, me being me of course, i promptly walked off the walkway down the 'shaft', i walked around the central... Pillar thing to see if it contained a lift of sorts and promptly... Well i fell off the map... So, following this i re-spawned myself and after walking around a bit, walking across invisible floors, looking through the gaps between two parts of a wall and falling off the map in a few other places i came to the conclusion that somewhere in the creation process something must of gone horribly horribly wrong, probably in the decompile if this map is indeed as anticipated as the author makes it out to be. However, having said that, what i have seen is definitely a promising 'beginning?' to something great, all the stereotypical Romulan elements are there, the dark atmosphere, the sense of patriotism conveyed by the star empire's logo being dotted around (rather well i must say) and what looks like an attempt to recreate the singularity core seen in TNG: Timescape... Although in reality it looks like four photon torpedoes frozen in time. I certainly hope there is either a new, or fixed version of this map coming out soon, as from the screenshots, it looks really good. Nice map... Although bug ridden. As a final note to the author, i will say that i tested it running base EF2, if there are any other requirements, please post them here and add them in your readme next time, thanks. -jamesamey
bl_chaotic
textures giving an empty appearance in contrast with the normal map textures. This makes moving around this map a bloody nightmare and a headache but that is the effect the modder is going for. There is a transporter and fires dotted around the map. The best way to navigate this map is to follow the power pickups. Overall a weird but interesting map - [b]IKS[/b]
DS7 Starbase Teaser 2
trekkish offices. Upstairs is now fully furnished, and now there is a lift next to OPS to the main Station Promenade. (not working atm due to teaser only) That finishes platform 1 deck 1, the teaser, with an unfortunate crash. (I dont know how to change maps) Thats it, it's much improved with more features too. Much more attractive. However, there is still an issue of the mirrored textures, the poorly implemented displays mounted on the walls and the patterned steel floor looking tacky - the steel floor would look good if the walls matched it but alas it doesn't, also the steel ceiling looks out of place. Its not a bad mod but alot of redesigning of the interior is needed..the low walls and cramped space is indicative of Starbase 375 from DS9 or indeed the Defiant Class but in order to maximize this spartan design it should be more metallic looking just like a defiant because the luxurious galaxy-type walls just don't suit the low rise ceilings and tightly compacted compartments. Overall it's an adequate improvement but it still needs alot of work. Download if you wish! - [b]IKS[/b]
Forgotten Danger Mod - Source
and scripts, as well as with a own story line. Due to the recent development the developing team had to drop the Project and decided to release it's source files, as open source. This mod contains a good bit of content - the full complement is 9 original maps, 50 Prefabs, 7 Level-scripts, 6 new shaders and 24 modified/new textures. The Quality of mapping is similar to the A Gate two Birds and the beautiful Sky Mod. Most of the maps form Forgotten Danger Mod are in a work in progress state so expect to see missing sections, dead ends and the occasional bug here and there. The mapping, texturing and scripting quality is top drawer and the quality of the mod itself as a whole even as an unfinished one is excellent. Given its source code is included it is not only enjoyable but benefitial to anyone who wishes to learn more about modding Elite Force 2. This is highly recommended! - [b]IKS[/b]
DS7 Starbase
shiny beacon in space, is a starbase is owned by the Federation, a home for many races, including mercenaries, which can start unfortunate bar brawls.... In this Mission, Munro is sent to assist the hazard team in settling a bar brawl and clearing the vents of alien bugs. The mission includes many models from the K7 Starbase level and there have been security turrets placed on the ceilings. There is also a trap set for you. so be careful! Overall it is a good mission but the texturing is a bit of a let down unless DS7 was designed by a Ferengi with bad taste ;). There is little in the way of map objects/furniture which makes the map look very bleak. All in all it definitely needs more work but it is a start! Download if you wish - [b]IKS[/b]
RPG Starfleet Academy
basicly the entire original level, but without the mission objectives or cadets wondering around. There are a number of offices, including the Functionary's, Headmaster's and a couple of spares, there is a lecture hall connected to a Holodeck, and of course, the outside area complete with fountains, pools of water (with fish) and Boothby's award-winning gardening. Also, make sure to check every door on the map. You never know what might open up to reveal some weapons and powerups inside.... Not much else to say about this download, except that it is perfect for Academy roleplays in EF2. My only concern was the chairs that you cannot sit in, but aside from that, not bad at all: a nice conversion. ~ Luke20 (The Tenth Doctor).
TNG + VOY Uniform Conversion
generation ones. This mix is like certain periods in DS9 and the "Generations" movie. This is quality stuff, the uniforms look sleak, well fitted and the colouring/shading of the uniforms look sweet/. This is worth checking out for both the novelty and the quality! Definitely recommened. - [b]IKS[/b]
Patrol
Academy community. Patrol is a rather small compact map featuring four rooms. Each room is pretty straight forward with one of the rooms resembling a jail/confinement area with water in it. The map is just a practice map to get used to the editor, on the modder's behalf so don't expect alot from this, it is not meant to be the best of the best.
HaZardModding Coop Script Mod
onto the server for some online SP action! Chriss has included some new maps that are playable in the mod as well as some general improvements and fixes as listed in the ReadMe. Give Co-Op a go! It really does breathe new life into Star Trek: Elite Force 2. Please read the installation instructions and the readme for further information pertaining to this mod.!
HaZardModding Coop Script Mod - Installer
download and get onto the server for some online SP action! Chriss has included some new maps that are playable in the mod as well as some general improvements and fixes as listed in the ReadMe. Give Co-Op a go! It really does breathe new life into Star Trek: Elite Force 2. ~ Luke20 (The Tenth Doctor).
city_of_feria
medium-small sized map made for single player and multiplayer. Not really a city in the essence of large buildings and towers this is more like an ancient city featuring a plaza, a few small sparse gardens, an open fire pit and stairwells leading to a small doorway on platforms above the center of the map. Using textures and shaders from Chriss Strahl this is a very nicely designed map with very impressive texture quality especially the building with mounted corner wall lights. The lighting is spot on too complementing the foggy idryll planet skybox above the map. There are a few pickups lying around the map with energy/shield bubbles in each corner of the map. Overall its a pretty decent map that is worth trying out! - [b]IKS[/b]
File-types
tutorial is related to the Game Star Trek: Elite Force II, it introduces the file-types used in the game. This tutorial is provided as PDF and HTML. Updated version, see the link below for the previous release. http://eliteforce2.filefront.com/file/EF2_Tutorial_Modding_Basics;81250" Although not for me in particular, this does give a highly detailed overview of many of the file types used in the game. It explains the foundations of the game itself in essence, and if you looking to make anything for EF2 whether it be maps, interfaces or skins, then this tutorial is for you. But don't be fooled into thinking this is created just for the new upstart modders out there, I'm sure even seasoned modders can find either something new or something they've forgotten over time in here. Good luck to all of you. -jamesamey (Robertson/Vanguard)
Halls of Death
room map with some plasma exhausts. Making time 35 hours cca. with included learning how to work with uberradiant.[/quote] For a first map, its pretty good. It has bot support, and the bots seem to know what they are doing, so that adds to the quality. Whilst the same textures are repeated a lot, the map's small design is solid, with hallways filled with dangers such as fires, gas, and a ton of weapons. This map could be described as a glorified obstacle course! In terms of improvements, for his next version, Perun might consider tidying up the lighting, as it is a bit too dark in some corners, and spreading weapons out a bit more, but as a initial effort, I am impressed. :) We don't get many new things for EF2, so get downloading now! [i](I have added some screenshots as the file submission did not contain any.)[/i] ~ Luke20 (The Tenth Doctor).
HaZardModding Coop Script Mod - Installer
interactive,supportive and extensive quality code Matrix, integrated into the Star Trek(R) Elite Force II level-scripts; Completely soft-coded, in addition to being server-side driven on Ritual Entertainments heavily Modified Übertools ID-Tech3 Engine. [list] [*] Play instantly, no downloads required to join a Co-Op Mod Server [*] Command or Interact with NPCs [*] Take the Challenge of the heavy Last Man Standing Modifier, and resurrect fallen Team-mates by collecting Golden star ships [*] Go trough seven Single-player Missions and all six Secret-Levels, together with up to 7 Buddy's companying you [*] Modulate with your Tricorder, thanks to Puzzle Objects high quality replacements [*] Enjoy new details, more interactivity and Simplified bilingual communication [*] Support your Team as Medic, Weapons Specialist or Technician [*] Jump at any time to your Team it's last 'save location' [*] Enjoy the luxury of upgraded or new Menus and Huds [*] Fight enemy with adaptive strength [*] Touch Interactive Forcefields [*] Skip Multiplayer Cinematic [/list] [b]New Features of 4.1[/b]: [u]New playable levels[/u]: The complete Mission 4 with three new levels: [*]m4l1a-attraxian_station [*]m4l1b-attraxian_station [*]m4l2b-attraxian_station The last three missing levels of Mission 1: [*]m1l2b-borg_sphere [*]m1l2c-borg_sphere [*]m1l3-borg_boss One level of Mission 6: [*]m6-exteriord_zPak50.pk3 [u]Gameplay[/u]: [*]Singleplayer Mission Selection Menu [CL] - Allows you to jump directly to your favourite Singleplayer Mission [*]Network tuning assistant (DUMMY SAVE) [CL] - Makes is very simple to configure your network and performance settings [*]Console messages for important Co-Op events - Allows you to follow the mission process in the server console [*]A replacement function for the inbuilt function 'waitfordialog(entity);''globalCoop_dialog_waitForDialog(entity e);' [*]A Singleplayer Multiplayer entity Manager routine 'globalCoop_return_entityE1OrE2(e,e);' - Allows you to set two entities to be returned, one for single and one for Multiplayer [u]Updated Features[/u]: [*] Slightly modified Model shader on the HazardTeam Members (Player Models) - Actors will become notsolid on death(Stalker,Turrent,Lurker,Basher,Chewer,BugSmall,BugMale,BugFemaleNoSack,Leviathan) [*] Team AI is now crash safe, due to autonomic configuration for Single and Multiplayer [*] Mission 1 [*] Mission 3, added a lil more event happening and fixed cinematic sequences [*] Mission 5, if your team picks up the Idryll-staff it keeps it during the Mission [*] Mission 7, fixed some bugs, and the Monkey allows now Visitors again [*] Statistic huds [CL] [*] Global sound pan script [*] Last Man Standing Modus, spectating player lives will be transferred to new/other players [u]Fixed Features[/u]: [*] Wait until Warmuptime is up Function [*] Huds are now Managed correctly also during Singleplayer [*] Mission 9 (m9l1a-klingon_base), spawn spot overlay (1 and 4) [*] Class selection Models do no longer produce a crash if they got hit by a projectile [*] Global COOP Spawn scripts do no longer produce a crash if thair spawned entity got hit by a projectile [*] Mission 9 (m5l2b-drull_ruins1), Gas Camber Trap sequence produced sv-chrash, thanks to 'Isaac Joule' reporting it
HaZardModding Coop Script Mod
interactive,supportive and extensive quality code Matrix, integrated into the Star Trek(R) Elite Force II level-scripts; Completely soft-coded, in addition to being server-side driven on Ritual Entertainments heavily Modified Übertools ID-Tech3 Engine. [list] [*] Play instantly, no downloads required to join a Co-Op Mod Server [*] Command or Interact with NPCs [*] Take the Challenge of the heavy Last Man Standing Modifier, and resurrect fallen Team-mates by collecting Golden star ships [*] Go trough seven Single-player Missions and all six Secret-Levels, together with up to 7 Buddy's companying you [*] Modulate with your Tricorder, thanks to Puzzle Objects high quality replacements [*] Enjoy new details, more interactivity and Simplified bilingual communication [*] Support your Team as Medic, Weapons Specialist or Technician [*] Jump at any time to your Team it's last 'save location' [*] Enjoy the luxury of upgraded or new Menus and Huds [*] Fight enemy with adaptive strength [*] Touch Interactive Forcefields [*] Skip Multiplayer Cinematic [/list] [b]New Features of 4.1[/b]: [u]New playable levels[/u]: The complete Mission 4 with three new levels: [*]m4l1a-attraxian_station [*]m4l1b-attraxian_station [*]m4l2b-attraxian_station The last three missing levels of Mission 1: [*]m1l2b-borg_sphere [*]m1l2c-borg_sphere [*]m1l3-borg_boss One level of Mission 6: [*]m6-exteriord_zPak50.pk3 [u]Gameplay[/u]: [*]Singleplayer Mission Selection Menu [CL] - Allows you to jump directly to your favourite Singleplayer Mission [*]Network tuning assistant (DUMMY SAVE) [CL] - Makes is very simple to configure your network and performance settings [*]Console messages for important Co-Op events - Allows you to follow the mission process in the server console [*]A replacement function for the inbuilt function 'waitfordialog(entity);''globalCoop_dialog_waitForDialog(entity e);' [*]A Singleplayer Multiplayer entity Manager routine 'globalCoop_return_entityE1OrE2(e,e);' - Allows you to set two entities to be returned, one for single and one for Multiplayer [u]Updated Features[/u]: [*] Slightly modified Model shader on the HazardTeam Members (Player Models) - Actors will become notsolid on death(Stalker,Turrent,Lurker,Basher,Chewer,BugSmall,BugMale,BugFemaleNoSack,Leviathan) [*] Team AI is now crash safe, due to autonomic configuration for Single and Multiplayer [*] Mission 1 [*] Mission 3, added a lil more event happening and fixed cinematic sequences [*] Mission 5, if your team picks up the Idryll-staff it keeps it during the Mission [*] Mission 7, fixed some bugs, and the Monkey allows now Visitors again [*] Statistic huds [CL] [*] Global sound pan script [*] Last Man Standing Modus, spectating player lives will be transferred to new/other players [u]Fixed Features[/u]: [*] Wait until Warmuptime is up Function [*] Huds are now Managed correctly also during Singleplayer [*] Mission 9 (m9l1a-klingon_base), spawn spot overlay (1 and 4) [*] Class selection Models do no longer produce a crash if they got hit by a projectile [*] Global COOP Spawn scripts do no longer produce a crash if thair spawned entity got hit by a projectile [*] Mission 9 (m5l2b-drull_ruins1), Gas Camber Trap sequence produced sv-chrash, thanks to 'Isaac Joule' reporting it
Silvester / New Years Eve
new map, released just in time on December 31st! [b]Silvester / New Years Eve[/b] is a small map containing a house and garden, but it has an abundance of interactive features, including a light switch that (obviously) turns on and off, illuminating the interior, a television that displays a weather report, and, most importantly, a firework rocket set up outside. These fireworks literally blast into the air and explode creating a nice effect. At the same time, many other fireworks explode nearby, filling the night sky! "Silvester" (No idea what the name is about!) is a fun map to play with for five minutes, and with other people, could be a nice for a New Years fragfest or roleplay. Happy New Year everyone. :) ~ Luke20 (The Tenth Doctor)
Green Tuvok
Tuvok! Seriously though its an odd skin to be honest but strangely unique. The only thing I would say is a mute point is the green is overkill, perhaps a few different lighter shades of green to make it look that bit more real could have been implemented. Also this won't work on multiplayer skins but its planned for later releases. However that is besides the point and if you like the cut of this Vulcans jive then by all means download.
USS Kepler
loadable on its own. Its looks pretty sweet. The curved corridors make it look very high quality. The open lounge area in the centre of the deck is a cool feature. The lighting is also very well done with different levels of lighting in certain areas of the decks. The only mute point is the fact the map is unfinished as you can clearly see missing wall panels and missing floors. Don't go stepping into the turbolift as there is no floor and you will simply be caught behind the walls. Also there is a slight niggling problem of mismatching brushes which create a little white oddity on deck 2 in the overall map which does not appear on the individual deck 2 bsp (possibly due to interference from brushes belonging to another deck?) Anyways, this is a decent enough map even if it is unfinished. :) [b]Note[/b]: This mod uses some textures from the "Conflicts of Interests" mod that are used in the Jeffries tubes as is the turbulift model from the same mod.
dm_sewer-Alert-Sound fix (server-side)
English players are unable to hear a sound file on German Servers and likewise for German players on an English Server. See the readme for further information and installation instructions. ~AdmiralHocking
Evo Style Gear for EF2
it. I personally like it myself, no matter how 'canon' or not it may look. It does add a nicer touch to the suits as well in my honest opinion. Overall, a worth while modification, and I do look forward to seeing further mini-modifications such as this one. Please refer to the Readme for further information and instructions. -Stuka94 (Hummel)
RPG Enterprise E Single Map Source Files
to be the first large scale Roleplaying map for EF2, showcasing an excellent recreation of Ritual Entertainment's version of the Sovereign Class vessel. Contained within this download, are the source files for that very RPG map. Each deck comes in a separate map file for your enjoyment, the author notes that the full version of the map is not included since not only does no stable version exist; but he also plans to continue work on the map. Good news I think. See the readme for further information. ~AdmiralHocking
Walk The Red Carpet
the lighter stock colours. While not exactly canon, it is an interesting change and is worth a download just to see the difference. See the readme for further information and installation instructions. ~AdmiralHocking
RPG-Mod
animation for players with something more appropriate than a combat stance. This in itself presents a very interesting opportunity to expand on the possibilities of Roleplay in Elite Force 2. It's a mild start, but definitely a good one. Hopefully we can look forward to more usable animations in future versions. However, this file doesn't just change the above; Health and Energy Terminals will now recharge once used, meaning if necessary you can go back and use them again. The author notes that this file makes use of an autoexec.cfg - meaning if you already use one, you will need to manually add the lines from this one to your own. See the readme for further information and installation instructions. ~AdmiralHocking
Zombie Mod Teaser
mod contains two skins for Munro; Zombie Green and Zombie Gray. These two files will make Munro basically look as though he is a zombie and include two different color variations. And might I quote Data079 on this file [quote]It is a teaser and as such only contains part of what would be in the final mod.[/quote] Overall 'Zombie Mod Teaser' is another interesting skin created by Data079 and personally I quite like the Zombie Gray skin over the Zombie Green skin. Refer to the readme for further information and installation instructions. -Stuka94 (Hummel)
Walking Dead Chang
interesting skin, though not really my type. Overall however it is quite nice. Refer to the readme for further instructions and installation. -Stuka94 (Hummel)
Moonexplorers
number of vantage points, Moonexplorers is an enjoyable map with a nice amount of originality. Arguably however, the map could be played as Capture the Shuttle rather than Capture the Flag - which would be rather interesting to see. The author notes this is his first map, while being fairly bland; Moonexplorers is a nice concept and is bound to be a source of enjoyment. See the readme for further information and installation instructions. ~AdmiralHocking
CTF_Faceoff
gritty Romulan theme, this map is well worth a download and in my eyes, like several EF1 maps I\'ve recently reviewed, has an \"Unreal 99\" feel to it. Interesting. ~ Luke20 (The Tenth Doctor)
Blow Up The Ship Button!
Ship!\" button - which can be seen in the screenshot below. As with other files from Data, this is a nice little download and is a great addition to the assortment of texture alterations available from him. See the readme for further information and installation instructions. ~AdmiralHocking
Wooden Compression Rifle
chrome finish of the weapon, and replace it with a maple-like feel instead. While not canon, this is another interesting download that is worth checking out if you enjoyed the Wood-grain Phaser - which is also available for download here on EFFiles. See the readme for further information and installation instructions. ~AdmiralHocking
Woodgrain Phaser
The difference with this download, however, is that not only does it contain a wooden VOY-Phaser - but also a Wooden version of the STX-Phaser. Again these are two good quality re-textures that make an interesting mini-mod and is worth checking out. See the readme for further information and installation instructions. ~AdmiralHocking
Cinematic Example Files
download is an example of a cinematic, the map file for the cinematic and of course the script used to achieve the end result. Cinematic creation is notoriously difficult to do without the perfect tutorial or example, this download really does make it a lot easier to understand and is an absolute must have for anyone wanting to create cinematic experiences in mods or even just for video making. See the readme for further information and installation instructions. ~AdmiralHocking
Romulan Invisible Shuttle Fix
Elite Force 2 patch, the shuttle becomes invisible and all you get is the noise of it taking off and moving away. Once installed this mini-mod fixes the problem and makes the shuttle visible again. See the readme for further information and installation instructions. ~AdmiralHocking
Wood-grain Phaser
VOY-Phaser and not the STX-Phaser, however the texture quality cannot be argued with and this is something I\'d recommend taking a look at if your a fan of texture alterations. See the readme for further information and installation instructions. ~AdmiralHocking
Red Alert - all the time
Enterprise-E, it is Red Alert. Simple, and looks good. Download if you are a fan of red hued corridors. ;) ~ Luke20 (The Tenth Doctor)
data079 Assorted Mods
Contained within are; A blue Carpet for the Enterprise, Windows Blue-Screen Viewscreen and the \"Moon roof.\" Each one comes packed in a separate folder within the compressed archive allowing you to easily choose which you want - if you don\'t have experience with DDS files. See the readme for further information and installation instructions. ~AdmiralHocking
HZM Shuttle
around in, which is done via a new HUD based menu. This menu allows for movement of the shuttle up, down, forward, back etc and can move at different speeds depending on how many times you click a directional command. In addition this amazing feat of scripting, the shuttle has functional shields - which can be activated from within the cockpit or by shooting at the vessel - as well as a working transporter. This download does not represent the current version of development, however has been released as a taste of work so far, for the community to enjoy. This is truly an excellent piece of work and is recommended for download, especially to those who still love a bit of EF2 every now and again. See the readme for further information and installation instructions. ~AdmiralHocking
Picard Stripes Skin
of a hazard warning set of stripes. Originally created for a PoTD submission, Data has decided to release this skin for those that would like to make use of it. See the readme for further information. ~AdmiralHocking
Star Trek: Unity - Return of the Empty Crown - Episode 1
Elite Force 2 by myself, [b]Luke20[/b]! :p [i]Date: Jan 2388. Situation: It has been a few weeks since the end of the most recent Borg conflict, with hundreds of starships destroyed, and a huge political shake-up in the Romulan Star Empire, where much of the fighting took place. Seven years since their defeat at the hand of USS Enterprise-E\'s Alex Munro, the rogue Romulan political group known as the \"Empty Crown\" has used the conflict to cover their power gathering attempts. Their first major strike is Attrexia, the homeworld of the Attrexians, located near the neutral zone. As the nearest Federation starship, USS Odyssey-A has been ordered to fight off an orbiting Warbird, and liberate the planet. You are a senior member of Odyssey\'s Hazard team, and you and your team-mates must battle through the streets of Attrexia and protect the population from Romulan invasion.[/i] In these four levels, the player needs to fend off a Romulan attack on board the starship Odyssey and then shuttle down to a planet and eliminate the enemy forces with the help of Attrexian locals. A short video briefing is included in the file where [b]Captain Lewis[/b] explains your objectives and adds a bit of a storyline to the mod outside the Readme, which I thought would be a nice touch. :) The level design itself has not changed much from previous releases, although I have made the textures neater and consistent, and added more hostiles and effects to make it realistic. There are still a few bugs I found whilst testing, including a couple of overlapping brushes and problematic AI, but nothing that gets in the way too much. I won\'t rate this, as it’s my own release and I hope you enjoy playing and provide feedback. Thanks. :D ~ Luke20 (The Tenth Doctor)
RPG Enterprise-E - Patch 1.0
[url="http://eliteforce2.filefront.com/file/RPG_EnterpriseE;85160x#1437215"]here[/url]. :) You will have had to download and install that map before installing this patch. [b]Chrissstrahl[/b] brings us this small patch that connects the decks of the Enterprise together and straightens out a few of the map's flaws as well as adding a few new features. The turbolift panels are now useable, there is a shuttle in the shuttlebay and even the laptop in Captain Picard's readyroom will open and close! For some reason, there is also a selection of bonus material inside the Zip folder, such as an interview with the map's developer and some random hud displays. :confused: With the map now fully open to explore and use, this might just give people a reason to dust off their EF2 CDs and try RPG Enterprise-E as an online roleplay. At least one can hope. :rolleyes: This is great stuff! :rock: ~ Luke20 (The Tenth Doctor)
RPG Enterprise-E
recreation of Rituals version of the most recent vessel to bare the name; Enterprise. This equivalent is a completely re-mapped incarnation and so contains none of the NPCs or mission triggers, leaving you more or less free to explore. Containing all the rooms you\'d expect to find within a RolePlay this really does have a lot of potential to become the first proper RP map for Elite Force 2. Sadly however I found that the only way to travel between decks was with use of noclip, which undermines the ability for this to be actively used. In addition it would appear that this may be the only release of this fantastic file, lack of interest in Elite Force 2 means the author is considering giving up work on it. However should another release come, some of the bugs found in this map could be corrected and truly open up the possibilities for EF2 RPs. This is honestly an amazing piece of work and is a must to download and take a look around. See the readme for further information and installation instructions. ~AdmiralHocking
Skip intro mod
Nothing has changed in the menu. Those texts are edited in.
Dedicated Server Configs
have gone through extensive testing and have been \"perfected.\" These are primarily designed for use with Linux or Windows servers and have not been tested with the Mac operating system. The author notes that server configuration can take quite awhile and these files will make the job a lot easier for anyone maintaining a server. See the readme for further information and installation instructions. ~AdmiralHocking
A Gate Two Birds and the Beautiful Sky
[b]Chrissstrahl[/b] we finally are able to host this fantastic open source project. From the creators of the hugely successful Colony 7 modification, the GBS adventure brings you ten scripted maps/levels to play through and enjoy. The missions see you take the role of Illia Ericcson whom is an ex-member of the mysterious organisation known as Section 31, you must follow her travels on one of her most dangerous assignments as she travels into Romulan Space. This is truly one brilliant file and it is recommend for download if you do not already have it. See the readme for further information. ~AdmiralHocking
Tubemap
tube you will fall inevitably to your death. Tubemap is designed for Deathmatch and Team Deathmatch game modes, while rather basic this map does have some potential and is worth taking a look at. See the readme for further information and installation instructions. ~AdmiralHocking
Section 31 Level 1 Part 1
modification is still in beta stage and may contain a few glitches, however I must say I was rather impressed with this file and enjoyed the little sample of what has been done so far. See the readme for further information and installation instructions. ~AdmiralHocking
HZM Blood Mod
possibility of dismemberment in the game, while this file doesn't quite do that it is an interesting download none the less and is worth taking a look at. See the readme for further information and installation instructions. ~AdmiralHocking
Warehouse_Source
welcome, just remember to mention about me somewhere in your future ReadMe ;) I can give a few suggestions: better bot support and/or more variety of weapons and/or better texture selection.[/quote]
STVCOI Teaser Map File
Teaser installed, it can be found [file=50073]here.[/file] You can also find the Defiant W.I.P [file=75342]here.[/file]
STVCOI Defiant Class W.I.P Map Files
W.I.P installed, this can be found [file=75342]here.[/file]
HM CTF m3Bridge Source
things, or maybe just check out some of the really interesting brushwork that went into making this map. As always, don't forget to give credit where it's due if you do decide to use this source to create something of your own to release!
HM CTF m3Alpha Source
or maybe just check out his brushwork. As always, don't forget to give credit where it's due if you do decide to use this source to create something of your own to release!
FliXs Modding Recource Files
details. hope some good comes out of it -FliX
Ancient Arena .map files
are starting to map (if they exist), so they can have a look at how things are done. Me, not having Uberradiant, wouldn't be able to give you a rating.
A Gate Two Birds and the Beautiful Sky Source Files
presents you with the source files for the [i]Gate-Birds-Sky[/i] or [i]GBS[/i] mod. Allowing you to see how the creators developed the modification and how the environments came to be, however it's not just the map files that are included here. In addition to the geometry you also have; textures, models and shader files. Which will give you an idea how they work on a modders level. However you will require previous knowledge of modding in EF2 to make proper usage of this file. See the readme for further information. ~AdmiralHocking
Planet Attack Skybox
shows a single Romulan Warbird attacking a Planet in the skybox whilst coming under attack from a Starfleet vessel, in addition a second Warbird attacks the players location from above. To aid in use of this [i]do it yourself[/i] style example, the map file is included and the script is annotated. Overall this should be fairly easy to understand and is a must have for any budding EF2 modder. See the readme for further information and installation instructions. ~AdmiralHocking
Return of The Empty Crown Menu Addon
yet played these single-player mods for [i]Elite Force II[/i], crafted by [b]Luke20[/b], then you should definately give them a download...with this add-on, of coarse! W4rbird was not crazy about the fact that when playing the [b][i]Return of the Empty Crown[/i][/b], in order to load the mod, you would have to remember exact name of map file. With the Return of The Empty Crown Menu Addon, you have access to a menu, which makes selecting the map file a whole lot easier...this way, you can concentrate on strategy and winning rather then what the exact name of the file is. Now, launching any map (including exclusive or deleted maps) is as easy as pressing a button. New Textures: Yes New Sounds: Yes New Shaders: Yes New Menu: Yes Refer to the readme for more information. Video Review by
No Stupid Arrows Mod
to have when playing such a great game, and if you dreamt about having these removed from the game, then you will want to download this mod! No Stupid Arrows Mod removes the textures that make the arrows possible, without removing any of the game\'s goodness; This mod boils down to personal preference...if you don\'t mind the arrows, you may want to pass on this mod, if you would like to see the arrows gone, then step right up and start your download! Refer to the readme for additional information.
Zoom Script
for you! Deaod has released the script that he has been using for a long time, so that you can enhance your [b]Elite Force 2[/b] gaming experience as he has! Zoom Script, once installed, will replace the standard zoom function of the Sniper Rifle into something a little different. Enjoy. Refer to the readme for additional information.
True Shotgun Sound Mod
as sounds...and in particular, weapon sounds. With this file, W4rbird and I have something in common...we both prefer something a little more [i]'groovy'[/i] for the the Assault Rifle. Great things come in small packages, and this mod is no different...although it weighs in at just over 800 kbs, it does more then just change the sound of firing the weapon, it also changes just about everything that has to do with it; [b]The other changes made include:[/b] Reloading Alternate fire Impact and Explosion sounds Now you can be confident and enjoy firing this weapon, there is no longer a need to lower your head and avoid eye contact anymore! You can now frag your opponents with pride! Download True Shotgun Sound Mod and start enjoying way this weapon should've sounded! Refer to the readme for more information.
EF2 Tutorials: ÜberRadiant Basics
particular thing, or [i]what[/i] you're supposed to do with something, this file is for you! Chrissstrahl has continued on with his tutorial 'how-to's' and has provided, for your use, an easy to understand tutorial that will explain the basics of setting up the ÜberRadinat correctly. This is something that every person considering trying their hand at modding/mapping/scripting in the Elite Force 2 community should read. EF2 Tutorial: ÜberRadiant Basics is a must have for anyone that is in the starting blocks of creating content for EF2...even if you don't consider yourself a beginner, this download may be helpful to you. Refer to the readme for additional information.
EF2 Tutorial: Modding Basics
answered 'yes', then you are in the right place... Chrissstrahl has provided, for your use, an easy to understand tutorial that will explain the basics of modding, scripting and mapping that every beginner in the EF2 community should read. This pdf tutorial will explain about all filetypes that are used in this game, and comes in two languages, English and German. (German being the origina language, with thanks going to [b]Evil[/b] for the English translation. EF2 Tutorial: Modding Basics is a must have for anyone that is in the starting blocks of creating content for EF2...even if you don't consider yourself a beginner, this download may be helpfull to you. Refer to the readme for additional information.
Station 1
inside peek at the progress being made by it\'s creator. Unlike his previous map that had you in the great outdoors, Skipper has decided to try his hand at creating a map with rooms. Once you load this map, you will find yourself in a holodeck with comes equipped with a barrell that can be used for target practice. Lava can never be a good thing, so becareful when you\'re near it, and in case you\'re one of these [i]gotta find out for myself[/i] kind of person, there is a health console near by. Refer to the readme for additional information.
Plant Textures
download, as it will add plants with special shaders to your EF2 creation... With the download of Plant Textures, you will get two kinds of shaders used for the plants, one is detailed with some surface deformation; This will not show up on the low GFX settings. The other is...you guessed it, no detail, which will show up even if the game details in the graphics settings are turned off. Refer to the readme for more information.
CO-OP Mod Video
[b][i]darkMatter-clan.com[/i][/b] and [b][i]HazardModding[/i][/b]. Due to script commands, which are not supported by the multi Player Servers, Single player maps normally cannot be played online, however, this is no longer the case...This non stop, action packed video clip shows off the script that HazardModding has developed which will allow: Run 6 Secret Levels from Ritual on a dedicated Linux/Windows Server. Equip players individually with weapons teams and health. Play in Co-Op modes ONLINE single player maps. Automatically load next level. Set spawn location and spawn location for each player individually. Force one team, to avoid players from killing each other. Handle each player individually by target name. And more Refer to the readme for more information.
Lava7
on EF2. The map consists of a small walkway suspended above a pit of lava, on the walkway you can find a phaser and an assault rifle. See the readme for further information and installation instructions. ~AdmiralHocking
HZM Shuttle V2s
some awesome movie madness! Chrissstrahl has supplied to us, a great movie clip of him and [dM]Modboy showcasing an awesome, yet to be released Star Trek: Elite Force 2 Modification HZM Shuttle V2s! Normally the game is just a first person shooter with out any vehicles of any kind so Chrissstrahl did what many thought was impossible, that's actually creating a Star Trek Shuttle that can really fly and can be piloted by a player. The Type 11 Shuttle Model is already included in the Game, but it does not have any Features like this. Independent Shields that work on every side with damage indicators on the inside panels Shuttle doors that can open and close It has its own transporter that can transport the player anywhere on the map The warp engines can be destroyed after you disabled one of the shields This is a must-see movie clip, and you can have it [u]now[/u] for the low low price of a free download! Refer to the readme for more information.
RPG Enterprise-E Screenshot Pack
although the field of view used to take them in my opinion slightly spoilt them. However these are very good screenshots and are definately worth having a look at if you want a sneek preveiw of what's to come. ~AdmiralHocking
rpg_moondust
collection. Upon opening the map you begin in the shuttle bay, which includes several access points to other areas of the map and a working shuttle. The shuttle itself actually only moves to just outside the shuttle bay door, then turns around and re-enters the shuttle bay, while I found this rather disappointing, it is a nice feature. Upon exiting the shuttle bay and entering the main corridor I was surprised to find a character standing there, at first I thought this had been left on the map by accident, however he eventually moved up the corridor, deactivated a force field and entered the engineering section. Having seen this prompted me to start testing the console in the corridor itself, each activated and deactivated force fields in different sections. Aside from the shuttle and force fields there are a small number of other interactive features and areas to visit, overall a very impressive work in progress. Unfortunately the author wishes to remain anonymous as work on this has been discontinued. See the readme for further information. [i]Note: The hud alteration seen in the screenshot is not included in this file.[/i] ~AdmiralHocking
Spyglass4
movements as the entire map is visible from just about everywhere. Dividing each team zone is a giant yellow forcefield, through which you can see the other team zone. Overall a rather interesting map, while being able to see other players movements all the time may seem like a disadvantage, it can in fact make getting away with the flag just that little bit more fun. :) See the readme for further information and installation instructions.
Exchanger01
and this map most certainly leaves plenty of space to do so, with long corridors and high ceilings this map is bound to be strafing heaven. Unlike most CTF maps this one has brought a rather unique feature with it, instead of spawning near your team flag you begin in a form of transporter room. You have a wide selection of transporter pads to use which will send you into the main area of the map, from there you are given a vast amount of room to move around and strafe to your hearts content. Although the some areas of the map were darker than others and lacking in lighting, I felt that this added to the overall atmosphere of the map and helped to bring out a more interesting feel. We've seen plenty of maps fully lit with no shadows or dark areas and it's always nice to have a map with varying light levels. See the readme for further information and installation instructions, enjoy! :) ~AdmiralHocking
CTF_Faceoff4_Bugfix
will no longer become stuck on the trigger. The author notes that the Mapshot will now display correctly upon loading of the map, in addition the readme notes that this is a Script based fix and the map itself has not been altered. This version of the bugfix corrects an issue that caused servers to crash when using the previous version. See the readme for further information and installation instructions.
HZM Borg Non-adaptive Armor Mod
however once again Chris Strahl brings us a solution. This file will in actual fact disable the adaptive shields that go up around the Borg once they have adapted to which ever weapon you have been using. For those that enjoyed the sphere level in Elite Force Two but had difficulty at the point were the I-MOD was jammed then this file is for you! [quote] They will die now like flys... [/quote] See the readme for further information and installation instructions. :p
HZM Dedicated Server Utility
difficulty creating their own servers and so he put together this in order to help those that are having trouble. See the readme for additional information and installation instructions. :)
CTF_Faceoff4_Bugfix
will no longer become stuck on the trigger. The author notes that the Mapshot will now display correctly upon loading of the map, in addition the readme notes that this is a Script based fix and the map itself has not been altered. See the readme for further information and installation instructions.
Starfleet Uniform Hazard Team Skin Pack
Although other Starfleet skin packs are available this one has the benefit of having only a few characters, meaning less scrolling to find the one you want out of many. A bonus is that each character comes with bot support although team colours are not supported.
Warehouse
has very few changes to the gameplay of the map...actually, it has no changes to the gameplay of the map, but, this map will appear more professional and authentic as it now comes with a loading screen...which look great by the way! If you already downloaded the previous version, it should be replaced with this one, then all you need to do is get eight to 10 of your friends together, and fight for bragging rights! To add a bit of merriment to your gaming experience, W4rbird has included hidden items throughout this abandoned warehouse, so load up this download and [i]set phasers to [u]fun[/u]![/i] Refer to the readme for more information.
Warehouse
around the edges; all of which are rather spacious. Due to its size this map would be great for strafe jumping. Overall this is a good map and has great potential for a lot of fun :).
Romulan Disguises
[url=\"http://eliteforce2.filefront.com/file/Romulan_Navy_Officers;77151\"]Romulan Navy Officers[/url] skin pack that [b]W4rbird[/b] created, then you\'ll definately enjoy this second skin pack that he produced! This small skin pack contains and allows you to play as [i]Munro[/i] dressed up in a Romulan disguise; That is not all though, there is also Gonzales in Romulan disguise, both in MP mode. All have bot support and Gonzales has had two taunt sounds added as W4rbird is of the opinion that he lacked them. Avoid the rush, start your download now!
Romulan Navy Officers
looking for a new look for the Romulan in you life? Then [b]W4rbird[/b] has shown up just in time...he has created a a small skin pack that dresses up the Romulan in a sharper uniform. This skin pack contains four skins of Romulans dressed in navy uniforms. The [i]Romulan Navy Officers[/i] pack consists of two males and two females: [list] [*]Trib. Modavius [*]Sntr. Impavidus [*]Srgn. Alu and [*]Cmdr. Torel [/list] Among the males there is also a Romulan Commander as you could seen him during final cutscene when Picard was trying to explain what happened to [i]Idryll[/i]. All of them have bot support and new custom taunts, however, there are no team colors included...maby next time. Enough chit-chat, start your download now!
Juliet Jurot's Story
attitude of a Vulcan. Refer to the readme for tips on smooth playing.
Codename 86
the beginning moves too fast to read and is moderately blurry. However get past that it plays for interesting viewing. Worth a download for those that enjoy this sort of thing. :)
Stargate Test Map
pretty believable Stargate which has animated chevrons, additionally traveling through the stargate, takes you to a small representation of an Alien world of which contains a Goa'uld ring transporter. Although the map has its issues; Overlapping brushes and you actually have to walk face first into a door before it opens, it is most definitely something you will want to look around. The author also notes that the map was started over a year ago as part of a Stargate mod which he never finished, but now has taken up the project again. [i]See the readme for more information.[/i]
prf_Stargate
may be available for the whole Elite Force 2 neighborhood! prf_Stargate is the rest of the HZM_Project Stargate which was cancelled because of a massive Data loss including files for this Project. With this release, the intention is to give the rest of this Project to the community. The following features can be found in this download: Example Stargate (brushed) Exampel Script (with comments) See the readme for more information.
Triggerish
English: > or < or | (Next to Z or Controll) Mac OS-X: > or < or | [quote]Triggerish is a Hazard Modding(HZM) Testmap. On Triggerish we did Test some Triggers, what all is possible in combination with Script. I hope someone will find this Map/Script usefull.[/quote] Map Features: Script Examples for each used Trigger Type Inclusive the *.map file.
Character Patrol Tutorial
author has included the .map file so you can take a look at how it works. The file contains two versions of the same tutorial, one in English the other in German. See the readme for more information.
ctf_faceoff
simply stating [i]\"This map needs more work\"[/i] and the like are no help, and cannot be acted on. This map is based on the Elite Force 1 map ctf_faceoff and already supports all gametypes, but not bots. The readme included with this file is not complete, and is bare-bones...I am told that the final version will have a complete readme included. Chrissstrahl has also stated that anyone that offers help with this BETA version will have their names immortalized in the [i]credits[/i] section of the Final Version\'s readme. Looks good so far :thumbsup:
old mp shuttle
auto fly sequence of the shuttle and some other gear for testing. It\'s important to note that because this is an older version, there is [u]no[/u] support for this map. Refer to the readme for more information.
CtfFantasyX
first one on the trigger will live...at least until the next encounter with an opponant! There are are few good spots where you can lounge around and ambush anybody that has the misfortune to wonder into your crosshairs...if keeping on the move is your strategy, there are enough ways to go so that you don\'t settle into a pattern. This map comes equipped with posters, and although you may have the urge to stop and gaze at them, I wouldn\'t spend too much time admiring them... Props to Chrissstrahl for sending this into us! See the readme for more information.
Marvel DM
and more use of skilz! The look of this map is excellent, something that is not typical to the Star Trek scenery, but is welcome none the less! Kudos to Chrissstrahl for sending this in to us! See the readme for more information.
CTF ProGrenadierL
heavey lag on the servers, that issue has been solved with this release. Originally, this map was only found in the exclusive hands of the [b]darkmatter-clan[/b], however, permission has also been given for EFFiles to host it; Much thanks! This is a great Capture the Flag map, with enough room to keep things interesting, and allow for some intense battles! There\'s plenty of objects which can offer cver, however, there are also alot of places which will afford a clear shot into that cover aswell...how long will you last?
Brushed Shuttle Nonscript
developer: [i]"This is the best brushed shuttle i know, at the moment!"[/i] This shuttle (the brush work) is made for the map mp_shuttle which enables players to fly a shuttle which can also be shot down. The map file is stored in the pk3 in subfolder maps.
TT Strafes
[url="http://eliteforce2.filefront.com/file/TT_Strafes;41877"]TT Strafes (beta1)[/url], which is an [u]Elite Force 1[/u] map. As you can guess by this map's name, he took their advice. This map comes equipped with 16 rooms and a [i]strafe lane[/i], which is made with some different textures, as this map was a learning experience for doomseeker. It would seem to me that [x-men]doomseeker is well on his way as an accomplished mapper, and I, for one, look forward to seeing more creations from him! :thumbsup: Refer to the Readme for more installation instructions and credits.
BL Arena
especially liked the environment of the map, it somehow reminded me to the map of the old Bajoran temple in \"Star Trek DS9: The Fallen\". Definately recommended. :)
SP-MP Detection
included files do not overwrite and/or replace any of the existing files.
autoexec.cfg_ef2_tunning
only when the hardware in the config is configured properly. This config has now been released, as the league that the config was made for has ended. The config that was included is an example only
EF2 Version Switcher
chose an unpatched server. Definately recommended. :D
Holodeck Test
follow the progress with almost daily MSN updates by Skipper and I have to admit that for this short time his progress is amazing. :)
Ancient Arena
one for Holomatch and one for Multiplayer. It is held pretty small and therefor recommended for 2-4 players in total. Download now :D
Holodeck Test
the more experienced mappers out there. Please note that this map is nothing for you if you want to play a holomatch session on it, it\'s only meant to have a look at and give feedback. So please do not post any comments like \"No gameplay, worthless\" but give the author the hints and tricks he needs to improve. Thanks in advance.
Hexator
CTF. Modifiers: InstantKill, WeaponScore, ControlPoints, ActionHero, Handicap, Eliminatiom, Specialties. Bot Support: Yes New Textures: Yes
Federation Starships Mod
Enterprise-E\'s shuttlecraft receive red stripes rather than the original yellow. - The Galaxy-class starship in the cinematic receives a (rudimentary) phaser strip. - The Constitution-class starship in the cinematic is replaced by a Centaur-class starship (given that if a Constitution class ship existed in that time frame, intact, it would be in a museum, not part of Earth\'s defense fleet!).
Scorpion Fighter Map Model
this model for the EF2 Nemesis mod, but now is releasing it for everyone to use :). Here is some technical data for those of you that know this stuff: Polycount: 748 Vertex count: 668 Texture size: 1024x512[base] + 512x256[glow] Note that the polycount doubles to 1496 if the glow version of the model is used due to shader handling methods. The model defaults to using the glow version with the higher polycount, however if you want the lower poly version without a glow, check out how to change it in the readme - it explains it very well. If you end up using this model (and you should since it is nice) then it would be cool to give 7 an e-mail :). Check the readme for more details.
STVCOI Teaser
we\'ve tried enough maps out there that were full bright with no ambiance what so ever.
USS Armstrong
bit. Original Review: [quote]This is the updated version of 'bridge', now with its name included (USS Armstrong). The missing textures and overlaps have been fixed, however you can walk through the chairs (perhaps on purpose since there is not much room). It has four rooms (with no doors): transporter room, bridge, briefing room and engineering (I think).[/quote]
Watcher\'s Sanctuary
believe. ;) I noticed there are a few overlapping textures, but not too bad for a second map.
USS Armstrong
since there is not much room). It has four rooms (with no doors): transporter room, bridge, briefing room and engineering (I think).
Bridge
more than 2 players I would say at its current state. It also has some overlaps and missing textures. I think this may be his first map. Download if you want.
Blackhole Observatory
low gravity as the walkways are easy to fall off, especially if you accidently go through one of the transporters that are located around the map, which will transport you through each of the different leveled walkways. If you are one of the unlucky players that can\'t stay on the playforms for very long, you will find yourself falling down into space before being sucked into the black hole that is placed in the centre. After a short ride down a flashing red tube, you arrive in a white oblivion where you remain for a few seconds before finally dying. The flags are actually located right next to each other, but separated by a long yellow forcefield, meaning you have to take the long trek around the whole structure to score, unless you find another, sneaky way to do it. :) Overall it seems like a well thought out map which is reflected in it\'s quality. I only found a few bugs such as the flag appearing like it\'s on the other side of the forcefield (Ritualistic\'s fault), and you being able to wander around in the white room of death (for the few seconds you remain alive) and kill anyone else who happens to be there. Go get it now! Review by Gez
An Ordinary Night With Cheats
version this is not boring and it is actually fun to watch. The \'stunts\' are done on a wide variety of maps. Oh, and the music rocks! Gotta love Green Day :)
HM CTF M3TOS
course there are also other ways to get to the other base. The overall design is pretty interesting. After jumping in the water I noticed there is no bottom. The only thing you see is stars. Not sure if it\'s supposed to be that way but it looks kind of odd. The quality of the map makes up for a really good game. I recommend you that you check out this eyecandy. Bot Support: No Custom Textures: No Custom Models: No Custom Sounds: No
Tribute For Elite Force 2
Just some text and some pictures. The music is alright, nothing fancy. Check it out.
HM CTF m3Bridge
obviously get the hint that a bridge is a prominent feature, and in this case the bridge [i]is[/i] the map really. Each side of the bridge ends in a spiral with the flag sitting in it\'s center. The middle of the bridge has been cratered revealing some health pickups and transporters that take you to a sniping platform above the bridge. Throughout the entire map you\'ll find jumppads to help you reach to the top of the bridge or to just throw you across the large distances to get to the other side. The weapons are mostly focused in the bases, but you\'ll find ammo all along the bridge as well. Some of you may get a low FPS running the map, especially near the flags. Also, while most of the map is cushioned (so that you can fall from high altitudes without losing health, which is a good feature to have in this map!) sometimes it is possible to hit an un-cushioned brush and lose health. There was also a bit of \'weirdness\' with one of the jumppads that throws you right over the bridge rather than on top of it (not sure if this was intentional though). Personally I thought the bases could have been designed a bit better, it all feels a little too long to walk from one flag to the other. Overall I though the map was pretty good-looking but the gameplay could have used some more work. It\'s certainly worth checking out though, it may just be what you like! [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No
HM CTF m3Alpha
fortress with entrances at the back and front. In the middle of each base is a tall 2 level tower, the base being the flag room and the 2 levels serving as sniping areas. The walls of the bases are rather important as they offer many spots to defend and keep enemies at bay. Between the two bases is a network of partially submerged pathways that can be used as a way to sneak up near the enemy base. Pickups and weapons are plentiful, the map should certainly hold up to a moderate number of players. The fog also has a great use to stop sniping across the map (thankfully no spawn sniping!) which is important given the rather open nature of the bases, plus it just adds to the atmosphere! Fun gameplay mixed with very nice brushwork gives a really great map, definitely worth the download! [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No
CTF The Forgotten
detailed, the hallways for instance, but then the ramp in the main part looks very loveless. But generaly speaking the map is prety good looking. But gameplay in CTF is kinda bad, because the way between the 2 flags is soo damned short, you can score as soon as you have the enemy flag within under 10 seconds, there isnt much of a chance to try to get your oponent before scoring because the distance is too short. Item placement seems slightly disorganised aswell, its just not usual to have 2 medium armors within 10 meters of eachother. Bot support is slightly limited im affraid due the the fact that they prefer staying inside the main area of theyr base insted of actualy getting the flag (back). The map is considerably more fun when playing Death match it isnt a very good CTF map though :(. now nate dont get me wrong your map isnt all bad, im just trying to point you into a \"better\" direction. I see alot of mapping potential in this map, just spend a bit more time with planing the layout of you next map, then everybody will be happy. -FliX
Tribute to Elite Force 2
only this one shows different maps. Once again it's about fast gameplay and capture the flag. The music is cool, not sure who made it but it rocks. About the filesize...what can I say, it's huge. 5 minutes of movie with a filesize over 100 megabyte is alot. For the people who wish to make a movie in the future, I recommend the hacked version of DivX.
Elite Force 2 Hunters
really seem to hurt you much unlike EF1. The black space around the actual movie is something that could be fixed very easily. The music is alright though the low bitrate takes down the quality of the songs. Don't recognize the first song but the second one is by Evanescence.
Bat\'leth Jump Temple
which will shoot you to the surrounding area. It\'s small but for a Bat\'leth match the size is perfect. Some Klingon signs are placed on the wall and they look very good. The rest of the maps textures look very good too. The only thing that bugs me is the fact that you have a phaser even you can\'t fire it. It\'s kind of redundant and probably left in by the Ritual coding monkeys. Suggest downloading this and give it a try. A Bat\'leth match is kinda cool and should be modded over to EF :)
CTF_Underground
tunnels of the two identical bases lead to the big hall in the center. Some powerups have been placed throughout the map and alot of weapons have been included. Most of the tunnels are a bit narrow, which is not nessecarily a bad thing since strafe jumping does not really work except with usage of the Ultimate Patch. This patch fixes most of the bugs Ritualistic was unable to fix. Compatible with all game types, this creation is certainly not lacking good gameplay. No overlapping textures or other potential bugs could be found. Overlapping textures always bring the quality of a good map down significantly. The corridors or tunnels if you wish are very well designed and textured. An incredible amount of detail has been given to them. Background Story: In earlier days, this has been an Attrexian mining facility, but it was left when all natural recources of the planetoid were quarried. This way hundreds of similar installations exist spread over the Brecha-Rift. Today some of them are used as secret operation bases by Idryll separatists. It is only a question of time until the Attrexian military starts sweeping those complexes.
EF2 Torture
used with the use button. By closing the main door, you can lock other players in the big cargo room. With the consoles on the first floor you will be able to torture them. The ability to open the outer door will suck the players into space. Monsters can be added with another console but they are very leathal. Simply open the doors to suck them into space. 4 turrets are placed in each corner. The room on the back has 2 lava rooms. Raichu has graciously added his map file for others to check out. While torture maps are not my favorite kind, it is worth to check it out.
CTF_Holodeck
a...holodeck ;) The small walkways are not nessecarily a bad thing, this keeps you on your toes otherwise you will fall and you will be killed. There could have been some kind of acid placed at the bottom instead of nothing. This way you actually know why you are dying instead of \"why on earth was I killed by nothing\". The weapon placement is actually pretty good, there aren\'t too many weapons and best of all, there aren\'t any heavy weapons. Heavy weapons just don\'t fit on a map with this size. I encourage EF2 maps. Who knows, maybe EF2 will become popular one day :)
DM Borg Outpost
called \"Gael\". The main floor of this arena is only broken up by a small platform which holds a regen pickup; though you better watch your step as the platform is hovering over a death pit! Around the edges of the arena are ledges (which are lined with borg alcoves) and provide the majority of pickups (health, weapons, etc). On either end of the arena are forcefields that transport you to the other side. The FFA version basically consists of three of the 1on1 arenas. The only difference between them being the colour (either green, yellow or blue). Everything else is the same, except that the forcefields will now transport you to the other two sections. The map layout works fairly well in 1on1. You always have an eye on your opponent and pickups are few and far between. Keeping an eye on the regen in the middle will definitely help you stay alive longer. For some reason though I didn\'t quite like the FFA version. It just doesn\'t feel as though the layout really holds up for more than two players. Give it a try though, it may be what you like. I would also have liked to see a more stronger Borg \'theme\'. At the moment, you could easily change the textures around to create a different atmosphere. Borg themes offer much more than just alcoves boringly lined up along the walls. Anyway, it\'s nice to see a new EF2 map and the 1on1 is worth trying out (especially if coming by other players for a decent FFA/CTF is hard ;)). [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No
Borg Distribution Node Control Room
first map so be nice. Note that this map isn\'t intended for multiplayer and/or good gameplay, and as such I won\'t rate it. Maybe we can convince him to make a multiplayer version?
Return of the Empty Crown
used to, but Pandemonium is teaching Luke how to PK3 things, and Chapter 3 will hopefully be PK3-ed. At least he's developing for EF2, right? There are a few extra goodies in here, including some screenshots from Chapter 3 and two maps that were cut from Chapter 2. Video Review by
Great Deku Tree
about that). It\'s a bizarre combination of Zelda64 and Romulans from EF2. The NPCs are highly annoying and you\'ll die a few times from them. It doesn\'t have the classic gameplay we\'re used to, and so it\'s for deathmatch and not CTF. Enjoy!
BL Abyss
missions within the Klingon Empire.\" The atmosphere is very dark and gloomy, infact it\'s kinda hard to really see where you\'re going. The fact that there is a big black hole (the \"abyss\") in the middle of the map doesn\'t help matters either ;) Along the platforms on the side there is enough light to see where you\'re going, but the platforms in the centre are quite unlit. The lights along the staircases that lead to these platforms do have tiny lights running along them which certainly help. You can even use the pickups as a guide to know where you\'re going. The main pickup in this arena is the invisibility one, a good choice for a dim map such as this, it can give you quite an advantage. At first glance I thought I didn\'t like this map a whole lot, but actually it\'s one of the more challenging ones out there which has some interesting elements to it that make it fun to play! [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No
BL Lavapit
walkway following around it. Besides the big pool of lava, there are also smaller lavapits near the cliff walls. What makes the big lavapit so special is the important pickup that is floating on a small island in the middle. Besides that, there are very few pickups in this small space so you really need to catch them whenever you can. The map is done rather well, it\'s got nice lighting, the layout is good and the terrain isn\'t too fly-papery. There\'s nothing that hinders this map gameplay-wise, though visually there could be some improvments. What hit me as weird when I loaded the map is the colour difference between the cliff walls in the map and the volcano mountain in the background. I think the skybox should have been altered a little to fit the atmosphere more. Another problem was the really jaggy edges of the map, I think atleast another row of terrain triangles would have helped smooth things out (and get rid of the square-ish feeling). Overall a good BL map, definitely not for more than two, maybe three players due to the limited space you can walk around in. The lava is certainly an extra challenge to cope with! [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No
BL Deh\'Qua Nuq
The main level is broken up by the use of crates and raised platforms on the sides. On two opposite ends are also elevators that take you up the second level. Between the two levels there are quite a few health/armor pickups, though they are small so you\'d need to really move around to gain enough health. To get back down to the main level you can use the elevators again (which activate with your \'use\' key btw). While you could tell the map is meant to be Klingon in theme, it still is very generic. I think the whole Klingon-thing could have been stretched a little more to decorate up the place a bit. The elevators work rather well, as does the (simple) layout, which makes this a pretty decent Bat\'Leth Only map. [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No
BL Fountain
fountain, or move around the higher edges of the map to stock up on pickups. This map works well for the BL mode, it has enough room to move around in and offers space to take a breather. Pickups are just about right to stay alive, but just barely. [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No
CTF Attrexian Space Training
for weapon/pickup placements. In the centre of the map, pathways from both levels converge to one platform (which you can use to switch to the other side of the map or switch between the levels).The bases are very simple and very open. On either side of the flag are two raised sniping platforms, while behind the flag are two ramps leading to the lower level. In terms of looks, I\'d say the map is more Idryll than Attrexian. Perhaps there should have been a more thicker industrial look to it or just something to really place it in the Attrxian style. In terms of gameplay, the map is a bit Faceoff-esque in a way. The big open-ness of it all may cause headaches (especially against camping snipers). There are plenty of weapons (I think I saw all of them available) and just as many health/armor picksup (which you\'re likely to need). I think the map works really well with small teams (like a 3v3) as too many players in direct sight of each other is a bit.. messy. [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No
Valiant Cadet Mod
wrong (ie old) uniforms, when we\'d seen Red Squad in the new uniforms (and one of the victims in Field of Fire had a photo of himself at the academy wearing the same type of uniform). All this does is give the cadets the new uniforms, and also gives them deparmental colours too. Version 2: I\'ve changed the sciences department colour to teal. People said to was too \'green\' so now it\'s lighter and slightly bluer. Cadets have been added to the crew of the Enterprise. Only 3, but I think it gives it a bit of a post-Dominion War feel (staff shortages and all that). Finally Sydney is now a cadet, with a different hazard suit too. The switch from the \'green\' to \'teal\' was definitely a good decision, and overall the mod is well made. If the un-canonness of the uniforms bugged you at all, then download it. [b]Note:[/b] You need to download the [file=\"23341\"]New Rank & Pips Mod (2.0)[/file] file in addition to this mod.
EF2 Playlist Soundtrack
how to use the scripts in your own maps is covered in the readme.
Kovel Skins
practicing, as ef2 needs more people that can make skins maps etc. CTF Support : Yes Bot Support : No New Taunts : No Pandemonium.
World War Two BattleField
to a series of winding dugouts through which you can crawl around in to various points in the map. The battlefield itself is a pretty plain land with a few bumps and ditches scattered around. Scattered around the field are electric fences (that kill upon contact) and what seem to be landmines (which are near impossible to find until you step on them). A rather clever idea added to this map is that all the pickups are scaled down to a tiny size which means the focus isn\'t on huge rotating hypos interrupting the view but rather the battlefield itself. The dugouts have large stocks of ammo to pick up so you\'d probably want to stay close to them (especially since you won\'t find a lot of cover out on the field). What I would have liked to see is less of a rectangular arena feel to the map. Perhaps some rough rains with fog clouds rolling across to make the rather large field feel a little less open would really have added an atmosphere. Though the idea behind this map is pretty nice and it\'s been pulled off fairly well. You may want to check it out :) [b]Bot Support:[/b] No [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No
CTF Virus
large pyramid like building which offers yet another sniping spot, as well as housing the flag behind it. The middle mountain has a neutral tower housing some pickups and heavy weapons like the photon and grenade launcher. Besides the long run across the field, there are also two underground passages on either side of the map that connect each base. Though both passages are pretty long, straight and narrow so they are pretty high risk. Because the map is so open and because there are so many places to snipe from, things can get a little tough (or frustrating) when trying to capture an enemy flag. There isn\'t much to hide behind if you take the run across the field so you better hope you have some good cover to help you out. Obviously this map is supposed to be challenging, though I think it\'s borderline frustration. EF2\'s gameplay doesn\'t seem to lend itself too much to this (like getting stuck on the mountain sides, or the default slow run speed and not much straffing ability) though skill level will also affect how the map plays (i.e. if you\'re playing against a better player chances are you\'re not going to enjoy it). [b]Bot Support:[/b] No [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No
DM Hazard Bananas
them. Though I suppose why would you want to use them if you\'re not in the clan as those 10 skins all have the Bananas clan logo stamped on them. The clan skins have male and female variants in various suit colours (red, yellow, green, gray, etc). The 2 skins that others can use are a hazard Munro in a green suit or the Black Unkown (an evosuit skin where the persons face is all black with red glowing eyes). If you play with the Bananas clan then you probably will need to get this (otherwise you might get the invisible Munro bug in MP). [b]Bot Support:[/b] No [b]CTF Support:[/b] Yes [b]New Sounds:[/b] Yes
DM Evosuit New
black). Not terribly exciting, but if you want to have your own little customized evosuit then go ahead, otherwise it\'s not a big deal. [b]Bot Support:[/b] No [b]CTF Support:[/b] Yes [b]New Sounds:[/b] Yes
EF2 Gaming Event Movie
general match viewing. I couldn\'t spot myself there but my name pops up every now and then during the game :D [b]Length:[/b] 1 minute 49 seconds
Ultimate Patch
own MP to make it way better. Some EF1 features are like the detpack (lovely, huge explosion now }> ), the ability to talk to your attack/target (sort of like a private messaging feature), the holodeck intro, awards, intermissions and much more. Some of the things it fixes are that bots stay from one match to another (previously you\'d have to keep re-adding them), better disintegration/sniper aiming, working map loading screens (so you can atleast see what map you\'re about to play! The system of map loading screens has also changed to avoid a lot of horrible confusion with the normal EF2), no more flypaper walls, more server customizations, etc etc etc.. you really want to check out the readme for what all this patch does. Hope to see this being used out there on EF2 servers/players, it\'s a huge [b]must[/b] to download. Here\'s what\'s new in v1.1:[list][*]Added client command - drawgun [*]Added client command - drawtimer [*]Added client command - dropitems [*]Added client command - tell_attacker [*]Added client command - tell_target [*]Added cvar - mp_drawAttacker [*]Added cvar - mp_showTargetSkins [*]Added cvar - sv_entityFadeDist [*]Added health specific pain sounds [*]Added holodeck intro - mp_holoIntro [*]Added specialty class banning - mp_banClasses [*]All items apart from flags now drop with angle and velocity [*]Constant light added for metaphasic shielding and quantum weapon enhancer [*]Constant light colour changed to silver for armor [*]Constant light turns off for the item in question when it is picked up [*]Fixed impressive award [*]Fixed instant hit weapons aiming [*]Fixed laggy crouching [*]Fixed map loading menu displaying - SEE LOADING MENU INFO BELOW [*]Fixed podium positioning when the info_player_intermission has a target [*]Fixed the voting hud so that it appears on votes [*]Jumppads have been modified to act more like jumppads (set their speed to 0) [*]Revamped respawn invincibility time [*]Small Hyposprays are now worth 10 health and can be picked up while your health is above 100 [*]Spectators can fly through bodies and have smoother movement [*]Updated menus - added the easier two bot skill levels (cadet and ensign) [*]Updated menus - the callvote menu now shows a levelshot, mapname and options for selecting modifiers, gametypes and other things [*]Updated menus - the specialties menu now displays the correct text tips [*]Updated menus - you can now click on the maplist titles to arange the lists in alphabetical order [*]Zoom hud background removed to make it clearer[/list] A list of all the added commands are given in the readme with an explanation on what they are and how to use them.
Star Trek: Gauntlet
defined story line as such, the gameplay is more focused on defeating your enemies. Right from the beginning you are pit against blood thirsty Kilngons. As you progress through the levels, the enemies become tougher and tougher... a bit like a ladder mod (the further you go, the harder it gets) except it\'s got a bit more depth rather than being stuck in one arena defeating wave after wave of bad guys. Looks pretty exciting so far, and it\'s just the start! [b]Length:[/b] 3 minutes 5 seconds
Sundown
over. Underneath the bridge you can get your hands on a quad or detpack (though it won\'t be easy as moving through water is sloooow). The other change isn\'t a huge one, but it adds a little raises section at the back of each base which would be ideal for some sniping. The change in the middle does affect Voy2\'s normal gameplay (which is a good thing or it\'d just be another clone). You can\'t really fly across the level anymore which can slow things down, but you\'re still pretty open to enemy fire. The lighting in the map seems a bit contrary to the map title and setting, i.e. sundown. In the sky you can see the sun setting in the distance making a lovely dramatic scene, but then you see this really blue map sticking out in the middle. It\'s a bit strange.... Anyway, the map is alright. Nothing groundbreaking, but it\'s kinda hard to tell whether it works or not... you may want to give it a try. [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Models:[/b] No
Sea Temple
right through, but chances are that at some point or another you\'ll need some form of teamwork to get anywhere. For those not familiar with CTF_And1 from EF1, the map follows a sort of aquatic-aztec theme. The walls and floors are made of stone etched with carvings (shells/fish/waves), crystals on the floors and ceilings provide light, and pools of water flood the lowest levels. The main areas of the map are pretty closed off, but each base offers a lot of ways to move around with ease to cover your entire base. From the flag area you can spy on what\'s happening below, you can dash around the various entrances to keep an eye out, etc. The center is usually where the action takes place. It has a bridge going through it that connects the two bases, as well as two water tunnels on either side that give access to the lower levels of each base. Hence you will be passing through the center whether you like it or not... it can get a bit like a choke point at times. The conversion from EF1 is by far one of the best I\'ve seen. Yes, there actually is proper lighting (though in the flag areas there are a few too many dark shadows); the scale is just right for EF2; an important And1 feature of the healing water pool has been retained; and the overall feeling is that it actually works for EF2\'s gameplay! Worth the download :) [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Models:[/b] No
EF2 Radiant Document Update
Reference\"). This little update just fixes that small bug. All you need to do is point it to your EF2/Documents folder and unzip the files. The original html file is also included as a backup just incase you want to revert to the original (good thinking :)).
Chakotay
suprised how well the stock EF2 model fits the texture. Not a whole lot to say on this one except that it is well done skin, so download it :) [b]Bot Support:[/b] Yes [b]CTF Support:[/b] Yes [b]New Sounds:[/b] Yes
NX-01 Shuttle Model
a decent 316 triangles. The texture is a bit blurry, but it sure looks like the shuttle (can\'t really comment much on canon-ness as I don\'t watch Enterprise). A note to those who do decide to use it, please do include the pk3 of this model with your maps/mods zip file! (don\'t forget to give proper credits in your readme :)) [b]Polycount:[/b] 316
Return of the Empty Crown
have invaded the planet and are killing it's people. When the HAWK arrives, it is attacked and borded. Playing as Lt. Commander Richard Mainwhering, a relation of Alex Munro, you must fight off the Romulans and help the Attrexians fight the Romulan invaders. Play over 4 brand new levels in a new EF2 MOD!" This MOD has no cinematics or fancy script, it is a first person storyline. [b]Review:[/b] If you played through EF2's SP you undoubtedly will be familiar with the Attrexians and the Empty Crown. Well, the Empty Crown has returned to the Attrexian planet and it's your job to stop them. The mod is broken into four different maps (very small maps) starting off in the shuttle bay of the USS Hawk (how the Romulans invaded a Federation ship I don't know). Once you've battled the Romulans in the shuttle bay you are then transported to the Attrexian planet where the Romulans are attacking various Attrexian civilians. Once you've run down the street removing the Romulan threat, you are started off in the next level which is inside a building controlled by the Romulans. Once again you must save the Attrexians while killing the Roms. The third and final level then takes over putting your outside once again where larger numbers of Romulans have gathered making your job a bit more difficult. The mod certainly sounds interesting and the storyline isn't all too bad. However, I think the technical aspect of this mod is the killing factor. The mod makes no use of EF2's brilliant scripting system to create anything interesting and there are a few bugs here and there. It honestly feels like this chapter of the mod is either a Beta or even an Alpha version, but definitely not a final. For one thing the AI of all the Roms isn't great. They mostly stand still until you're really close to them before doing anything. The Attrexians are no better. Most dont react at all, and some blindly shoot walls and things. Some other map bugs include bad texturing (z-fighting in some places as well as putting a terrain texture on a normal brush resulting in a flashing ground in level1c, etc etc) and a weird sky (which looks like several sky models grouped together to fill up the space, but no sky portal). There is no pk3 to this mod either. You must manually extract the files to your EF2/base/maps directory and then load them one by one through the console (also, I'm not sure if this will happen to everyone, but at the end of each level EF2 constantly crashed instead of loading the next one). You are also required to downlaod Tempests Star Trek models to show up one shuttle model used in the mod (I don't know why the model itself was not included with the mod). You can get that here if you dont have it: http://eliteforce.com/index.php?page=files&type=file&id=579 I don't want to come off sounding mean, but the mod needs much more work and I can only hope Luke puts some more polish on the remaining chapters. My main advice would be to get some Beta Testers.... a big must. THE RETURN OF THE EMPTY CROWN CHAPTER 1 GUIDE Characters: Lt. Commander Richard Mainwearing A relation to Alex Munro, this is who you play as. Lt. Commander Telsia “TM2” Murphy A clone of the original Telsia who was created when the Hawk traveled to an Attrexian colony. She is romantically involved with Captain Lewis. Captain Lewis 16 year old Captain of the HAWK. A cross between Captain Picard & Commander Riker. Gameplay: When you have installed the MOD (See readme.), open the console in EF2 and type: Map chapter1hawklevel1 And play that level. At the end of that level, EF2 will close and you must start it again and type in: Map level1a The same will happen again and you must then type: Map level1b And then again: Map level1c. Level description Level 1 – USS HAWK Shuttlebay Objectives: 1- Get to the Hazard Team prep center and collect you weapons. 2- Clear the ship of Romulans. Level 1a – Attrexian Streets Now that you are on the planet, you must help the Attrexians: Objectives: 1- Clear the Attrexian City Streets of Romulans. 2- Get to the Command center. 3- Eliminate Snipers from roofs. 4- Protect the Attrexians. If you complete the level, then you have completed all objectives except No.2 which is inside a building. Level 1b – Attrexian Command Building You are inside the main building of the Attrexian empire. Objectives: 1- Get to the Command center. 2- Eliminate all Romulans from the building. 3- Protect the Attrexians. When you complete this level, you have completed all of these objectives except NO.1. Level 1c – Attrexian Outskirts You arrive in the Command center, automatically completing that objective. When you get outside, Telsia and your other team member will stay and look after some wounded Attrexians. Objectives: 1- Clear the medical center of Romulans. 2- Go to the Attrexian Underground train and clear the tracks of Romulans. 3- Get back to your shuttle! This is very hard. After the underground train is clear, you will come out onto a giant field of Romulans, Attrexians & Starfleet Officers. Your shuttle is behind a wall and the only door to the shuttle is locked. Find a console and unlock it. But be quick! The door will only be open a few seconds! Secrets & Other Information In each level, there are secret areas and starships. Look for them! TIP: Always let your teammates take damage. You will stay alive that way! Don’t shoot Attrexians, they will always help you!
Academy Murder (Preview)
models will be able to talk as that would be excellent and would only Add to the nice work he has done on this. :p Read the readme to get it to work . ! Pandemonium.
CTF Reservoir
is here for EF2 for good or bad. It seems like an exact conversion (though scaled up, obviously). The only huge difference here is that those elevators are now replaced by ladders! Yikes... those elevators were a pretty big part in Reservoir\'s gameplay. As with all the other EF1 conversion thus far, the textures and lighting used bring the quality of this map down several notches. Textures are pure blandness and added with all that 100% white light just leaves nothing to look at. Sure the map looks almost exactly the same, but last time I checked EF2 was not EF1 and sometimes EF1 maps just dont lend themselves to EF2 gameplay. If the map was somehow reworked just a little to suit EF2 a bit more then it perhaps would have been better. Anyway, if you want to give this a try out and see if it brings you as much fun as its EF1 counterpart then go ahead and check it out. [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No
CTF Geometric
Each base also has some ledges high above that are reached by an elevator. In the middle of the map is a small, open room filled with ammo and two RAD guns. What\'s going to hit you first thing in this map is the scale. It\'s tiny! Just enough room to move around in. I\'m thinking a 1v1 CTF, 2v2 max. On top of that, there are some pretty powerful weapons scattered everywhere (sniper rifle, RAD gun, Attrexian weapon, etc.) Far too many weapons for a map of this size. It\'s not extremely interesting, so check it out if you feel like it. [b]Note:[/b] You need to wait for a few seconds after loading the map for the AAS file to finish it\'s processing. When it\'s done you\'ll see a message saying so in the console. [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No
EF 2 Academy
models. However this is a nice addition to your roleplaying collection. I reccommend the download
USS Balingo
like square boxes with models placed in them. No offence but the map was just not that great. I mean i understand that the editor is difficult to use, but still. Overall its a good addition to the roleplaying maps since there arent a lot of them, but I don't suggest the download if you plan to frag. It's OK... not the greatest map, but its not the worst
Nazgul
staff holder model as a base. It may seem kinda weird.. Romulan...... and Nazgul??? But it actually works out pretty good. The only thing I would have changed about this skin is instead of those blue armor things there was a dark metal design/look to them. The skull face seem a bit strange, but then again, would you want to be playing online with someone who had a completely black/dark model? I didn\'t think so ;) Taunts are.. interesting too :D (no, they\'re not the freaky Nazgul screams from the movie, but this isn\'t meant to be a replica of them anyway). [b]Bot Support:[/b] No [b]CTF Support:[/b] Yes [b]New Sounds:[/b] Yes
Academy Murder Preview
working on an experimental subspace shield, whilst teaching at a small backwater Federation physics academy. On stardate 50206.1, the Professor was murdered by an unknown assailant. It's a pretty short cutscene, but it does setup the basis of the entire mod :) More information on the mod can be found at their website: http://academymurder.eliteforce.com/ [b]Note:[/b] To play the mod you must first extract the pk3 to your 'base' folder and then rename it from "aml1.pk3" to "zaml1.pk3", otherwise you will not get the new menu that lets you start the first level (the new menu basically adds a new button to the existing "New Game" menu in EF2).
USS Atlantis
it\'s not completely unreasonable considering some of the awful ways other mappers have used for getting between decks. You start off appropriately in the transporter room. From there a central corridor connects all the other rooms of the ship (briefing room, weapons locker, bridge, engineering, etc.) Most of the rooms are a bit small looking and do not deviate from the standard box-like room structure. The bridge and engineering, however, are quite spacious and offer a lot of room and equipment to play around with. From engineering, you can use two side corridors to access the shuttle bay. It\'s a bit disappointing that this map does not use EF2\'s great scripting ability to make for some really interesting RPG elements, but this being Scott\'s first map I can\'t hold that against him. The doors in the map are a bit crazy (if I remember correctly, some of them didn\'t open right), and the pk3 is not set up right (where\'s the MNI file :p). For future maps, try to give the map some z-axis work (like giving engineering a second level), caulk unseen faces, and definitely try out some scripting :D
CTF DeathWarrior
right in the centre. They have a glass "spy" wall between them, so you can check out what's going in with your 'neighbour' all the time :) The map can seem a bit like a maze at first as things look a little similar, well.... the only real different thing from one sphere to another is the lighting and the pickups, which I suppose is sufficient to be able to memorize the map layout. Though the lighting is the best indicator to which side you're on. Along two of the walkways there are windows that let you see the whole network of spheres, this can also help to ascertain where you are. What I thought was cool was a really small thing (which didn't occur to me before) is that the sphere's are actualy at different heights (compared to if they were all on the same xy-plane), this is a very subtle thing that can also help you to navigate your way around. The spread of the weapons is a bit random, but at least it forces you to move around in order to get the best weapons (and chances are that you will also spawn close to a weapon to arm yourself with). With the slightly linear nature of the map, expect to run head-first into enemies. [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No
CTF Earth
that go around most of the map. The theme is somewhat different though. Instead of the Voy theme, Earth has more of a .... well... earthy touch :D Big tree trunks provide some cover in the middle area, where the wall from Voy2 has been replaced with a pool of water. Spanning the water is a bridge and two jumppads on either side that throw you across. Weapon layout is similar to Voy2 as well. The map plays pretty well, I atleast had fun flying around :D It may not contain all the gameplay elements of Voy2, but you may want to check it out. [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Models:[/b] No
USS Achillies
should be two of these next to each other at all times, one transports you to the next/prev deck, while the other is the destination of the transport. The transporter room has also transports you to a different spot on the place, one which I will presume is the weapons locker/cargo bay. To be honest, the map isn\'t all that good. Chris has said this is his \"first full map\", so keeping that in mind, I think it\'s important to give constructive criticism to help him get better :) Short list from me: doors should slide away gracfully within a wall (i.e. no z-fighting or blocking paths); lighting!! there was virtually none.. it can really set an atmosphere; space usage: things are a little cramped up, while other areas are too open; scale: keeping in mind the height of the player and setting the rest of the \"accessories\" so they look to be more believable; caulking unseen faces; sounds: helps build atmosphere; and lastly just to use as little repetition as possible in a small/narrow area (corridors, small rooms, etc). I don\'t really RPG, so I don\'t know what exactly RPG players look for in a map, however the usual scripting elements seem to be missing (like consoles doing various things, etc.).
mp3gen
accordance with the acoustic level of the corresponding dialog file. But this tool has limitations: - it works exclusively with WAV files - it cannot process more than one file at a time (no batch process) Otherwise, if you want NPCs to only display the text of their dialogs because you don\'t have sound files for them, then you need silent sound files so the text can remain displayed on the screen the time that lasts these silences. But generating them requires a sound editor and probably several manipulations afterwards. I did mp3gen to address all of these problems. This version is a major update to the previous one. In addition to fixing many trouble and bringing new features, it now has a GUI to handle the batch process. [b]Note:[/b] Just to re-iterate an important point, this file is for mod makers who are working with talking character/npc models, not for normal gamers. Definitely read the readme for specifics on using the program.
CTF HighFire New
a rough mix of small and medium sized hills. A few of the hills you can hide behind (which you can use either to act \"shneaky\" or for cover from enemy fire). I have to say that I like how the lighting works on the terrain, it looks kinda real :) I personally would recommend getting this new version over the previous one, though the decision is up to you. [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No
CTF HighFire
mapping ability. Things are getting a little more finished looking as well as the move away from box-like rooms. The lighting is another aspect that is showing itself more evidently. You can easily tell that there are indeed lights, and the shadows are recognizably coming from the various structures in the map (as opposed to vague dark blotches on walls which don\'t make sense). The bases themselves are relatively simple and linear. The main entrance at the first level has two small rooms at it\'s sides for sniping. It leads on into a stairwell area (except ramps instead of stairs :D) which either takes you up towards the flag room, or down to the underground passage. The flag itself is situated on a ledge overlooking the ramp coming up to the flag room. This is good for defenders to get a nice eagles eye view of people coming from below, and attackers can see who\'s up there. The underground passage is a bit simple, it\'s just a long corridor from side to the other (though the RAD gun is here in the very open). While the bases were pretty good, I was a bit let down with the outside and the item placement. The outside is just a plain repetitive brown texture and the items are just scattered (almost randomly it seems). I think the outside area of DK\'s map LongRun coupled with Highfire\'s bases should make for a pretty good map :) [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No
Riker Skin
picture realy speaks for itself. As all the exceletnt Star Fleet Skins by Pandemonium we have full CTF support and various outfits. Look like the real thing, and what more could you want from a cannon skin? Do you think it's boring to allways run arround as Munro, then what are you waiting for, get this skin(pack) and run arround as Riker. All we need now is an Enterprise D to run arround on :D ================= Bot Support : Yes CTF Support : Yes New Taunts : Yes -FliX
Natemaps Mappack
downside realy its a bit small and the forcefields are a bit slow for my taste. But weaponplacement is mainely good. 2. The Temple of Frag 2k4 This map is the evil side of the mappack, It s prety ugly, bots play bad and the actual CTF aspect of the map isnt very good ither. With other players it can be fun, but not with bots as they allways just drop into the water and more or less just wait to be shot at. The fact that only the QuantomRocket Launcher is available in this map is both good and bad, as it can be fun, but it gets booring quickly. to sum up, these are 2 fun maps for inbetween other maps, but the ctf gameply isnt ver good. -FliX
CTF Pan]o[
activities (probably not the best place to set up a base if you ask me but what do I know) Flix has tried to make this map fun to play and there are lots of little turns and twist’s in it, the thing that struck me was how good the lighting was and this really adds to the feel and play of the map! Weapon placement and power ups are ermm well placed and not to cluttered. Overall a good map that is fun to play. Map Supports -Holomatch -Team Holomatch -Capture the Flag Pan.
CTF Voy1
"proper" remake of Voy1 from Elite Force, now at last no EF player has a good excuse for not switching to EF2 ;) :D Anyway the map is a prety prcise remake of the original with very precise brushwork, and texturing. the gameplay is prety good and the bots also behave rather well. all in all definately worth the download especialy for those of you, who want that EF1 feeling in EF2 :) -FliX Over to Pandemonium. After the well received voy2, MB had decided to re remake Voy 1 This was always on of my favourite maps for EF1 so has MB done the original proud Well you can now sleep easy as every thing is pixel perfect, scale is spot on even the lighting looks the same :cool: Game play is fast paced and this could be played at best with 10+ player’s weapon placement and pickups are just good. A good also thing about this map is that for all you 56k’s the bots play really well Worth a download for any, body ESP the ones who still yearn for that ef1 game play but with ef2 touch. Pan.
DM Morpheus
have to jump and frag your opponents while flying though the air from building to building, rooftop to rooftop , I cannot explain how much fun this map is really Textures are nice, lighting is good; weapon placement is, well placed The music on this map is good as well and adds’s a good atmosphere to the feel and play of the map. One thing however bots on this map seem to stay on there own building. Nevertheless, this still is an excellent map! Map Supports -Holomatch -Team Holomatch -Control points Pan.
DM Fall
the main room , So you better watch your step and back !! The good thing is that there are no textures used in this map as its all brushwork so the map really runs at a fast speed. Also I really liked the music that flix put in this map :cool: Overall a fun map this Pan.
CTF Carpark
Therefore, I would say its best played with 10 + other wise you got little or no hope of finding people. Don’t get me wrong It is a good map to run around on though as you have so much room on each level and there’s quite a few levels as well so it make a change really instead a small map :cool: Lighting is good and you really feel like it is some dirty old car park some times ! Also weapon placement is good and not over done . So overall, this is one big map that looks good and plays even better! Map Supports =============== -Holomatch -Team Holomatch -Capture The Flag =============== Video Review by
EF2 Powerfull
and of course, how much damage they cause which in my book are all dam good things ! Also he has added new sounds and this is a good thing as they all sound really :cool: So what are you waiting for press that download button !! Pandemonium.
CTF Voy 2
they look more like the ef1 version and they have a sort of cell shading effort to them, which I think looks really cool idea In addition, he has addressed the scale of this map so this time round you can crawl though the trench’s which rather annoyed me last time round also he has put in an invisible ledge to the side of the trench so you can escape :cool: Lighting is put to good use as is weapon placement Therefore, to sum up, a damm fine conversion and I hope to see this on lots of servers and it should replace the old one. Game Types =========== Death Match CTF BD ============ Pandemonium.
CTF Moonraker
incorporated them in to a map i.e. the open plan action , and the glass walkways in outer space . Action is fast paced as this map keeps the fps down to a good level, textures used are a good selection and as is the norm from this mapper lighting is made good use of :D Overall, another map master piece from the FLIXSTER. Map Suports -Holomatch -Control Points -Capture The Flag Pandemonium.
Klingon Training Station
all know isnt a bad thing. What I didnt like was the lighting, everything seems slightly over bright, but as for the rest an excelent map, that is well worth your download time. -FliX
CTF Clark
them ! The good points of this map are I thought the map overall was well planed out, nice use of structures and the lighting was good, also skybox used was nice. Weapon placement was a bit sparse and more would have been a good idea some goes for ammo and pickups. Also the buildings inside seemed a bit grey and empty and if I was on campus here I would feel a bit depressed! To sum up, big map lots of space to play and run about, more weapons would have been better. Best played with 10 + But a good effort on the whole . :D Play Modes: CTF, FFA, Team Modifiers: Disint, Action, Auto Handi, Weapon Score Control Points, Power Struggle, One Flag Pandemonium.
DM Doom
ship in warp It is a medium to large sized map set on multiple levels with glass in the floor in some rooms all is up to the high standard set by this mapper :D One thing I did find was my ability to keep on getting lost as all the rooms are the same colour , and I did not have a clue were I was or which way to go some times ? Lighting and the use of it is nice and is used well, as is weapon, health and other pick-ups. So to round up nice clean map with some good ideas, I thought a bit of colour would make a good map an excellent map though. Pandemonium.
CTF FacingWorlds
house is drifting wildly in space :cool: the other teams base is on the other side of a set of glass paths so do not look down! Some nice touches make this map like for instance the rotating space and the advertising boards Not sure on asdfa3 brand of goods ? :D Lighting, music, textures and of course good scripting really make this an excellent map to play even With bots. The only thing wrong with this map is the fact that it does not include a sick bag, as it does really feel like you are lost in space. So to sum a brilliant map, download now, and to all you people who run servers get it on there now. Pandemonium.
Data's Uniform Collection
how to set up ) Enjoy :D CTF Support: Yes New Taunts : Yes Bot Support: Yes Pandemonium.
New Rank & Pips Mod
Quote: -------------------------------------------------------------------------------- New shaders for ranks and combadges from the series that were not made in the game. This pack includes CPO and other pips and alternate TNG/VOY badges.The zzoverwrite1.pk3 is an overwrite for the pips/badge to resemble the ones from the 29th century.The zzoverwrite2.pk3 is an overwrite for the badge from the years 2390-2405. -------------------------------------------------------------------------------- He does it better then I could, This is quite nice if you like that type of thing and I might use them on some of my skins . [/quote] V 2 add various more ranks and pips. so keep it comming lt commander. -FliX
CTF Piramon
cant even nearly see people at the other end of the map. This map ist just much to undetailed. and too big, I\'m assuming this is one of Jacks first maps, so for that reason, i say stay at it. Practice a bit more and get some better maps out soon. -FliX
New Rank & Pips Mod
alternate TNG/VOY badges.The zzoverwrite1.pk3 is an overwrite for the pips/badge to resemble the ones from the 29th century.The zzoverwrite2.pk3 is an overwrite for the badge from the years 2390-2405. [/QUOTE] He does it better then I could, This is quite nice if you like that type of thing and I might use them on some of my skins .
Matrix Reloaded
Merovinger, the dungeons where the key maker is kept and the architects "office". A prety cannon and very well made map, that will give 4-anything players alot of fun. Only thing that I dont like about it is, well its missing sceenes from the movie, so I hope to see a version 2 soon ;) :D. But in my opinion the weapon placement could be a bit better, as I think there are too many in a too cramped place. All in all an excelent map, well worth the download. nice one TonyDOC, keep at it. -FliX
CTF SWS Training
to \'peek\' over and gun down enemies. On the sides of the wall are two passages to get to the other side. The flags are put on a higher level than the playing field (again, kinda like voy2) with ladders to get up there. The map is very simplistic (which can be a good thing... sometimes..) and does not offer a variety of textures to try and break up the monotony. There are too many weapons/pickups for this size of a map.. it looks a little cluttered. There is also no evidence of much lighting (which aids the monotonous look). The starships floating above lend a Star Trek touch to the map; however, these seem to have been made into the focus of the map rather than an aid. [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No
CTF Longrun
Besides this runway, there are also two trenches on the sides to help you in getting across this marsh. Small hills and ditches provide you with chances to escape enemy fire while trying to get to/from the enemy base. Each base is also equipped with \'sniper bunkers\'. These rooms have windows through which you can snipe people coming over the marsh. The bases themselves are quite simple inside. The flag room is found in the centre with one entrance facing the back of the base. I really liked how the marsh area came out, it looks pretty cool :D. The idea behind the map is also good. I would have liked to see some lighting in the map! Everything currently looks so bland and washed out.. and the lighting can really help highlight and liven the map. Perhaps a little fog could also have worked to prevent people from sniping straight across the map (which might be painful when coming across campers). Separating the inside of the base with a door would have been nice so more detail could have been put inside. Maybe even an alternate route undergound that opened up inside the marsh... [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No
Sniper Muti Clan Add on Pak Ver A
adds even more clans to his already bulging skin pack :p Pandemonium.
Terminator V2
they had CTF colour support! Oh well maybe next time round! Nice work on the picard though :cool: CTF Support: No New Taunts: Yes Bot Support: No Pandemonium.
Oberia Prime Shuttle Construction Yard
slow at times, especialy as the rest of the map is fast. The only thing I found slightly anoying is the lack of weapons, there arnt a lot of em arround. All in all a fun map, with bot support, that will keep you occupied for a while. -FliX
Lift3
buttons you can play with, but it was all done before With his last version, so I do not see the point of this . Pandemonium.
Ultimate Client
more ultimate total experience. :cool: Pandemonium.
Ultimate Server Mod (Linux Ver )
\'Ultimate Server Mod\' as it adds menus and sounds for use in server running the mod, and it also improves the menus, overall increasing the ease and enjoyability of playing. There is really to much to list here, This really is a necessary must have :cool: Pandemonium.
Ultimate Server Mod (Windows Ver)
Client Mod is best used on a server running the 'Ultimate Server Mod' as it adds menus and sounds for use in server running the mod, and it also improves the menus, overall increasing the ease and enjoyability of playing. :) There is really to much to list here, This really is a necessary must have :cool: Pandemonium.
Dm Space Pad
to die when jumping from pad to pad, whilst trying to pick your emery’s off from a distance and not falling to your doom ! Bots have no chance on this sort of map and just hang about on one pad acting dumb (As is the norm for bots ) Still do not let this small detail put you off, as this is excellent map from Flix. :) Map Supports. Holo Match Control Points Pandemonium.
Chang DT
this time round :cool: CTF Support : Yes Bot Support : Yes Pandemonium.
Sniper Muti Clan Pak V2.0
added more taunts to the models as well (See read me on how to use) CIF Support: Yes Bot Support: Yes Pandemonium.
Mirrormod Skin Pack
look’s like he should be in village people singing YMCA :) This is well worth a download . CTF Support : Yes Bot Support : No
DM Tempest
his name instead ! :p The action takes place on a large piece of space junk and strangely enough, it is shaped like tempest’s name! , I did think that I would fall down the gaps in between the gaps in his name but this not a problem at all Game play is fast paced and is a nice good fun map (Name) to play . Pandemonium.
G Gun Mod
say thank you on behalf of effiles for all Your map, mods, and skins. :) Pandemonium.
S F Attrexian Skin pack
me) CTF Support : Yes Bot Support : Yes New Taunts : Yes Pandemonium.
Flix Map Files
done up till now all in the un-compiled .map format. Pandemonium.
BL China
place in the centre, As always good use of lighting and textures. Not one to play with bots though, as they just run around trying to shoot you with a phaser that don’t work. However, as is always the case with a map from flix well worth a download. Pandemonium
CTF Borg Chasm
because the bots dont seem to grasp the idea of jumping arround in low gravity. Also the FPS is prety low. But im sure it can be alot of fun if you find enough players online or in a LAN. the bases have a forcefield round them, that can be activated when you press the button. All in all a nice little map, that could have used a bit more detail, even if one can see there was a try to add detail it seems as if the detail is only here and there and not all over the place, big bald walls just dont look right. -FliX
USS Irish Leviathian A
you\'d find in a normal starship across the first three decks. Since it\'s just a demo I won\'t be reviewing/rating it, but I suppose suggestions are welcome on how to improve. From the last time there was indeed an improvement in FPS.. but still lots more to be done.
Chang DT
basically chang, with what look like metal shoulder pads, sunglasses, his skin is tinted more borgish, chest plate, insignia on chest, and an insignia on the back. it actualy looks quite good from the back (see second screenshot), and its pretty neat for a sniper skin. I think the creator could have gotten rid of the leg straps, and added more plate things. Not bad, could have been better. -crusader
Eagleeye V3 Beta
sparkle and shine to it Still a bit overlap here and there and I am losing health leaving the turbo lift. Also, he needs to address the multiplayer problem, as only being able to play this in Single player mode is a bit like playing snap by yourself! :( Over all getting better but not that much has changed from the the last to this one really. Pandemonium.
CTF Aim
rooms together . As is the norm, he has used nice smooth edges and clean lines everywhere on this map Weapon placement is good also . Overall a good small map that has a feel good factor to it :D Bot Support : Yes CTF Support : Yes Pandemonium.
Kleeya Euro Skinpack
which is a shame. :( Bot Support : Yes CTF Colours: Only on Kleeya . Pandemonium.
Disfunktion Jct
dance floor, which does makes for an excellent area for close combat fragging, and adds some pace to the overall play of the map. On the downside, this map is far too busy for my liking, every wall, floor, and ceiling has a swilling texture on it, And I cannot see it supporting too many people before grinding to a halt! Weapon and item placement could have been done better, and with some thought, in some places there is stuff everywhere. On a more positive note this is a fun map to play! The detail in some places of the map is quite nice. Just some times it is a bit too much eye candy. But after all this is his first map so well done and keep the good work up :) CTF:- Yes Bot Support : Yes Pandemonium.
Ultimate Server Mod
love. Updates in this version include: [b]Bots[/b] [list][*]Bots can now spectate without crashing the server [*]The cvar \"bot_minplayers\" works again[/list] [b]Damage & Weapons[/b] [list][*]Chatfrags are now printed to the console and hud [*]The cvar \"sv_showDamageFlash\" has been added to remove full screen red blood damage effect [*]The holdable explosive has added sounds and prints [*]The controlled photon is slower than the normal photon [*]Weapons lag reduced[/list] [b]Intermission[/b] [list][*]A \"ready\" state added for intermission (click mouse or press use) [*]Intermission queue time added to see last frag/cap [*]Podium added for intermission (only with an info_player_intermission point) [*]Scoreboard updates faster at the intermission and death [*]Team awards work now[/list] [b]Misc[/b] [list][*]Bomb diffusion and singularity points fixed [*]Denied print removed from hud [*]Optional sounds for voting and chatfragging [*]Spectator and noclip movement improved [*]The cvar \"mp_forceNoTilt\" has been added to force no strafe tilting [*]The cvar \"mp_winDuringWarmup\" has been added in case you want a warmup but would also like the game to change maps even if its running [*]The default model is now dm_picard to reduce bugs [*]The holdable transporter works every time now [*]The print \"changed name\" is now \"renamed\"[/list] As you can see, this mod offers a lot to the EF2 server admins and to players. Among the many features of this mod (full list in the readme), some noticeable things this mod fixes/adds are the wall stickyness (ever get tired of getting glued to slanting surfaces?), the weapon lag, a much improved banning system, and our beloved EF1 podium and intermission at the end of every match. I highly recommend this mod to ALL EF2 players. You won\'t regret it. [b]Note:[/b] While I have your attention ;) any EF2 mappers out there are requested to put an [b]info_player_intermission[/b] entity in their maps to specify the location of where the podium is displayed at the end of matches.
CTF SWS Zoom
suggestions along the way. The map is fairly simple in design; two towering coliseum–like structures stand as your base of operations. There a plenty of lava pits blocking paths and filling pits to whittle away your life points. The pits are fairly simple to escape if you take the time to discover their secret. The map tends to favor snipers; the two towers are accessible only by the lifts that lie in front of them. This becomes a perfect roost for snipers to pick people off unchallenged. This is a problem because there is no good vantage point to remove snipers from the towers with the exception of going up and hoping you don’t get picked off on the way up or trying to snipe them from your tower. This map makes use of simple scripting with a fun spinning walkway within each base. TonyDoc has added a few little secrets lying about for you to discover. Some you may only see for a moment so don’t blink. The map is plain but good. It has plenty of potential for making a small fun CTF game. There are no particularly striking aspects of this map to make you Oooo and Ahhh but it should allow you a nice, simple fun game. Pandemomium.
Idryll Rebels V2
my first skins so I hope you forgive me. :( This skin pack will overwrite my old one! Pandemonium.
Sniper Multi-Clan Pak
Now, that being said, time to review. The pack consists of 15 different pairs of skins (male/female) reserved for each clan, and 1 set for public use. Now, I know that it takes a lot of time and energy to create this many skins but I must say I am a bit disappointed as a whole. The actual pk3 file takes up 3.45 MB of space for which you are asked to only use two skins. For those of you who are unaware of file sizes, this is a good portion of space for only two available skins. I personally do not mind having these skins on my hard drive to acknowledge all the different clans, but not everyone may agree. The concept for these skins is very basic but executes itself flawlessly. They are primarily black with only the eyes, gear and breasts visible. For such a simple idea, they pull off a really cool “black ops” type style. Two disappointing aspects of their design are: #1 The team colors may as well not exist. They are barely more visible than the regular skin. This is extremely annoying for those of us that play CTF because we are forced to fire on anyone whom we can’t identify their team color. #2 And maybe this isn’t a bad thing, but every male skin and every female skin is exactly the same for each clan. The only thing that differentiates one from another is a small badge on the wrist indicating the clan. One cool feature of all of these skins is that each one has nine separate taunts. The taunts are extremely good quality and very creative. They transition very well with the theme of the skins. All of the taunts are the same for the male skins as well as the female skins have the same taunts. This is to be expected, as if Vito had customized 9 taunts apiece for 32 skins, we could expect his grandchildren to be releasing this skin pack. Overall this is a good skin pack, especially for a first go. If I could change only one thing, I would have him rework the team colors. For me there is nothing more annoying than when I can’t identify teammates. Pandemonium.
CTF Cygnus
:) Bot Support: - Yes CTF : - Yes Specialties :- Yes Bomb diffusion:- Yes Pandemonium.
Chat Mod
a whole lot of detail but I figure if enough people download it and use it maybe we will have less annoyances from people chat fragging each other. DOWNLOAD NOW ! :) Pandemonium.
SWS Globe
seems believe me. I loved the music in this map it is all the songs you hear in the shops, lol you know the ones when you are trying to finish off you Christmas shopping! Nevertheless, on here they sound good. Also with the map, you get four new skins, all with a Christmas feel to them, which is a nice touch! I have never played a CTF game that has been so much fun either ,Big slide , weeeeeeeeeeeeeee (I will let you find out, lol ) There are some errors with this map like the box you see though the glass out side and there is no bots ! But I doubt they could cope with the ice ! , However, these small errors are nothing really. Also this is quite a big download 8.51 mb it's worth it. Overall a brilliant map and I loved it,as it is a bit different from the norm. :) Pandemonium.
Eagleeye v2 Beta
any more. He has also added an engineering deck, and a warp core! See screen shots. All looks much better but there is some over lap on the second set of doors in the lift and You lose some life on the engineering deck leaving the Turbo lift ,also a door opens out into space as well, But this will lead to a room of some sort in the next version . This map only works on a single player as the lift does not work on muti, so load a single player and press ¬ (next to the 1 key) and type devmap eagleeye, hopefully Dr Bob Will sort this out :) So all in all it's getting better, here's looking forward to version 3 . :D Pandemonium.
CTF Technix
atmosphere and feel of the map. This map is best played with three each side, as it is only a small map, which is a good thing as you do not have to run about for long before they find you ! Any how what more do you need to know? It is a map, It is by flix, DOWNLOAD IT NOW ! Bot Support: - Yes CTF : - Yes Pandemonium.
Ultimate Server
mod makes “EF2 a lot more fun to play (and more like EF1)”. A few of the “new” features you will find with the “Ultimate Server Mod v1.0” are: new sounds for things such as a combadge sound when chatting and CTF flag noises. This mod is very simple to install and comes with a detailed readme (or don’t readme as Gez says) to make it easy to use. The number one feature of this mod is the added Cvars. Some favourites are a slew of commands that work well for temporary or permanent banning of IP addresses and the ability to change the client’s user name and skin. The cfgs come pre-made with common features that are easy to understand and change for the novice or advanced. It is very simple to add a welcome message to clients as they enter the server. A few things that were not so great about this mod are #1 if there are no players on the server the map cycle does not continue. The timer for the maps begins when there are 2 or more players in game. This is a problem because if you have a not-so-popular map you are running and the timer doesn’t start, clients may not join and you will be stuck on that map. Another problem was when there were bots in the game with real players the voting was a bit buggy, 2 real players and 1 computer player could not vote to the next map, even though both players voted yes. These might possibly be easily fixed with changes to the cfgs, but it was not easily figured out if it is possible. Overall, this is a GREAT mod, I loved the added control and ability to keep unwanted nuisances out. The downsides are very few and minor (most servers have voting disabled anyway). It is nice to see that the problems of EF2 are being addressed and remedied. Pandemonium.
Ladies of Idryll Volume 2
taunts each! Instructions on binding the third/fourth taunts are in the readme. [b]Bot Support:[/b] Yes [b]CTF Support:[/b] Yes [b]New Sounds:[/b] No
Eagleeye
a console and had to noclip out of it! The bridge has a really good look and feel about it and it also has a working (ish) turbo lift I say ish as you lose life when you enter it and it did crash me once when I used it, also if you are not using the lift and some one else does you still see the lift selection screen? So over all this map is buggy, But it is only a beta! So perhaps you can leave DR Bob (Is he a real doctor?) some positive comments to help him iron out all the bugs etc :) Pandemonium
Romulan Skin Pack
models have a nice taunt selection. :) Bot Support: Yes CTF Support: Yes New Sounds: No Pandemonium.
CTF 1on1
one side to the other. Below you is a large open pit, so you better watch your step as a simple slip up will see you falling to your doom!! The lighting is good quality and adds to the overall flavour of the map. It is a very interesting map to play and its best be played by 3 people on each side. Bot Support: - Yes CTF : - Yes Pandemonium
FUN MapPack
From the start you notice the openness of this map, as there are no walls. You must either hunt or be the hunted on this one! You will also see that the map is crammed full of every weapon, armor, and ammo under the sun, (See Screenshot) this makes it quite fun!! I would, on the whole, say it is ok if you have 15 minutes to spare. It is a good laugh to play with friends or to play with bots it is just as much fun!! ============================== Fun_Hammsterlab This map is reminiscent of the matrix scene set in the office where Neo was escaping from those agents. It looks like you are on someone’s desk; as if being watched from above, which is a novel idea! And also this map has the same music as the other maps in this pack Ok, this is a sneak-and-shoot map J . You don’t know what is around the corner and before you know it you are being shot at. Lol They only thing was the over zealous placement of weapons! But on the whole, it is a good, fun map ========================== Fun_WereAmI Ok next up we have WereAmI this one reminded me of Tron you know the bit with the light cycle bikes ...... No? Ok then The map is set in a box which has rows of columns in it with an only light coming up from the floor which is a good idea! So you can hide in the shadows and surprise your enemy. Anther fun map which you can use to kill 15 minutes! So to sum the whole map it is no eye candy but it never pretends to be, The whole point is fun and if want to have a quick frag then download this. Pandemonium
Rocket Arena
placed crates (check screen shots) This allows you to snipe and hide from enemy fire as well as creep around and jump out at them when they don’t expect it. lol Once you ascend to the 1st and 2nd floor the real fun begins. You can rule the game from up here! It is a bit like king of the hill (good thing), as you can pick off your aggressors 1 by 1. I did think there was a little too much weapon placement, but hey, maybe that’s a good thing. So, to sum it up, this is an excellent map from the map factory known as Flix. Pandemonium
USS Irish Leviathan A
explore, including the Bridge, Ready Room, Engineering, Transporter Room, several Quarters, Jeffries Tubes and lots of corridors :D Since it's just a demo I won't be reviewing/rating it, but I suppose suggestions are welcome on how to improve :) A lot of the panels are usable, so give them a try! Suggestions: - VAST improvement in FPS needed. There are times when 70,000+ polys are being drawn.. even high-end systems might complain some. You could achieve this using areaportals a lot especially since the ship has many doors and sections that can be separated. Keep in mind the structural/detail brushes as well.. Use textures to replace the ship name on the hull.. might save up from space as well as let you use a cool font or something :) The current metal shader you've used might also be causing the FPS slowdown. - Lighting should be less 'simple' (though this could be a WIP still)
Custom Map-Info Data Update
you who dont know what this mod is, well all ot is you know those loading screens you get with the original ritual EFII mp maps, well this is prety much the same just for a variaty of custom maps, if you still dont know what i\'m talking about, look at the screenshot below... this is realy usefull, so you have something to do while your map is loading. if your map isnt included, get in touch with tempest, and get it included asap, he wants to get a complete listing . -FliX
Custom Map-Info Data Update
what this mod is, well all ot is you know those loading screens you get with the original ritual EFII mp maps, well this is prety much the same just for a variaty of custom maps, if you still dont know what i'm talking about, look at the screenshot below... this is realy usefull, so you have something to do while your map is loading. if your map isnt included, get in touch with tempest, and get it included asap, he wants to get a complete listing ;) :D. -FliX
RPG USS Briant
usual features. Its rather boxy, with basic brushwork, lighting and textureing. But I can see that the developers tried to put some effort into the map and map design, because they added trims here and there, and tried to liven things up a bit with a lot of models, that you can party run through im affraid. And the Lighting often seems to come from nowhere. But the main downside in my oppinion is the absence of music, especialy in an RPG map it adds alot to the atmosphere. All I can say, is keep at it guys, there is potential in this map, add more detail and try to get rid of the overall box look, and you have a nice starhip map on your hands. -FliX
HUD Hands Change
you\'re playing as the undercover Romulan). It was made for MP use, but it will affect SP as well.
RPG USS Briant
usual features. Its rather boxy, with basic brushwork, lighting and textureing. But I can see that the developers tried to put some effort into the map and map design, because they added trims here and there, and tried to liven things up a bit with a lot of models, that you can party run through im affraid. And the Lighting often seems to come from nowhere. But the main downside in my oppinion is the absence of music, especialy in an RPG map it adds alot to the atmosphere. All I can say, is keep at it guys, there is potential in this map, add more detail and try to get rid of the overall box look, and you have a nice starhip map on your hands. -FliX
CTF Cargobay
over the player to hide and snipe if you need to, not that the map is realy big enough to let you hide and snipe alot ;). The lighting seems a bit too bright, and could have used some more work. but all in all a subtle map aimed at gameplay not at eye-candy, even though the map is filled with loads of models and the such to add to the detail. Shame the bots don\'t want to work properly, but still good for a small LAN. keep at mapping and im sure you will get along just fine, Stylsy.. -FliX
Romulan Rebel
skin :) [b]Bot Support:[/b] Yes [b]CTF Support:[/b] Yes [b]New Sounds:[/b] No
CTF Japan
fountains and a large wooden gate. There are many ways to get to the other base, though you may find yourself getting slightly lost because of the similar looking rooms. Often you\'ll get lots of choices on what direction to take (which is a good thing :D). Weapons and ammo are found everywhere in the map so you getting straight into the action shouldn\'t be a problem. While the map undoubtedly gives you the Japanese feeling with the use of great details and textures, it could use some refinement in the lighting and weapon placement. RIght now you\'ll find some very dark spots inside the house as well as some bright spots. I think the lighting needs to be a little less harsh and more uniform. Generally Japanese styles are very calming and pleasant, and the lighting is a key role in that. The weapons seemed to be too abundant, it sort of takes away the challenge in killing for ammo or the better weapon (but hey, this could just be the crazy side of me talking :p) Japan is definitely worth checking out (at the least!), hope to see it on some servers! [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Models:[/b] No [b]Modifiers:[/b] Instant Kill, Action Hero, Handicap, Weapon Score, Elimination
Klingon Bat'Leth Duel Arena
a Klingon theme. A huge fire in the middle and torches on the walls provide some great ambiant lighting. Health pickups are plenty (be warned that bots really hog them ;)) but they are key to staying alive. If you do fight against bots, they don't initially use the Bat'Leth, so you may get a few free hits now and then. A pretty good concept for a map here! I would have liked a little more space to move around on the second level, but other than that the map came out rather well! If you want to hone your Bat'Leth skills or have some simple fun then you should check this out :) Qapla`! [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No [b]Note:[/b] Just so everyone is clear, this map disables the phaser. So even though the phaser still shows up, you can't use it. It's Bat'Leth only :)
Romulan StaffHolder
with a staff :) Just thought I\'d clarify.. His cape parts dont move, so they clip with the body or stick out at odd angles. But other than that it\'s just the basic conversion from SP to MP.. would have been nice to see some CTF/Bot Support as well. [b]Bot Support:[/b] Yes [b]CTF Support:[/b] No [b]New Sounds:[/b] No
Romulan StaffHolder
they clip with the body or stick out at odd angles. But other than that it's just the basic conversion from SP to MP.. would have been nice to see some CTF/Bot Support as well. [b]Bot Support:[/b] No [b]CTF Support:[/b] No [b]New Sounds:[/b] No
Starfleet Holomatch Playermodels and Bots
Cadets, various crew from Enterprise, and the unforgettable Mr. Stemmons (he's missing his sexy eyebrows though :( ). Variety is always a good thing, and it's great to put some of the brilliant SP models to more use! [b]Bot Support:[/b] Yes [b]CTF Support:[/b] Yes [b]New Sounds:[/b] No
Ladies of Idryll
(requires some extra binding, though)! [b]Bot Support:[/b] Yes [b]CTF Support:[/b] Yes [b]New Sounds:[/b] No
Elite Force II Game Source
the 1.10 patch. I know atlest some of you have been waiting for this! Hope to see some good mods coming out now :D [b]Note:[/b]This entire package is supplied as is. Ritual and Activision will not provide any support. See the file licenseAgreement.txt in this package for the full license agreement.
CTF Lunacy
map [*]Texture misalignments: Fixed several textures in the red base that went bad during the blue base [*]red base copy paste process. [*]Red Flag: Fixed an issue with the red flag not sitting on the stand correctly [*]Specalties rooms: Fixed an issue with the transporter effects not working. [*]The Specalties transporters now stand out more and you can see them more clearly.[/list] CTF Lunacy... who hasn\'t heard of it by now? The setting of this map is of course on the Moon. In the sky you see our beloved little planet overshadowed by the Sun. But hey, the action isn\'t up in the skies :p Lunacy features two bases divided by tall lunar cliffs. In a slightly similar fashion to Tartirus, there are 3 routes between bases: two above ground, and one underground. All roads lead to a large room which serves as the centre of the map (I would suppose an important area to control in a match :)). Weapons are not hard to find and most likely you\'ll be able to pick one up close to where you spawn. You\'ve got a big variety of weapons, including the Idryll staff and the Rad Gun. A feature I find interesting is the little trap surrounding the Rad Gun. At the push of a button, the floor underneath the Rad Gun opens up plunging the player (who\'s about to grab the gun and most probably proceed kill you with it) to their death! }> When in Specialities mode, players start off in small green-houses! I thought this was a neat feature to customize this part rather than use the normal Spec spawn point. In One Flag mode, the flag is right in the middle of the map set on a pedestal at the top of the room. In Control Points, the CP\'s are scattered in various locations, and because they\'re pretty far apart it\'d be a big challenge taking control of them all. As with his last maps, James has included 5 skins for all to use (they can be selected via the player setup menu). They are of Jurot, Telsia, Syndey, Katrina and the Plant Lady. An overall very interesting and well-built map! A great use of textures and geometry are a compliment to the gameplay offered. I suppose what sets Lunacy apart from James other maps is that it\'s relatively closed off. It definitely adds more variation to what\'s sure to be another Nukem Classic :) [b]Bot Support:[/b] Yes [b]New Textures:[/b] No (not counting skins ) [b]New Sounds:[/b] No [b]New Models:[/b] No [b]Modifiers:[/b] All of them
CTF Lunacy
the skies :p Lunacy features two bases divided by tall lunar cliffs. In a slightly similar fashion to Tartirus, there are 3 routes between bases: two above ground, and one underground. All roads lead to a large room which serves as the centre of the map (I would suppose an important area to control in a match :)). Weapons are not hard to find and most likely you'll be able to pick one up close to where you spawn. You've got a big variety of weapons, including the Idryll staff and the Rad Gun. A feature I find interesting is the little trap surrounding the Rad Gun. At the push of a button, the floor underneath the Rad Gun opens up plunging the player (who's about to grab the gun and most probably proceed kill you with it) to their death! }> When in Specialities mode, players start off in small green-houses! I thought this was a neat feature to customize this part rather than use the normal Spec spawn point. In One Flag mode, the flag is right in the middle of the map set on a pedestal at the top of the room. In Control Points, the CP's are scattered in various locations, and because they're pretty far apart it'd be a big challenge taking control of them all. As with his last maps, James has included 5 skins for [b]all[/b] to use (they can be selected via the player setup menu). They are of Jurot, Telsia, Syndey, Katrina and the Plant Lady. An overall very interesting and well-built map! A great use of textures and geometry are a compliment to the gameplay offered. I suppose what sets Lunacy apart from James other maps is that it's relatively closed off. It definitely adds more variation to what's sure to be another Nukem Classic :) [b]Bot Support:[/b] Yes [b]New Textures:[/b] No (not counting skins ;)) [b]New Sounds:[/b] No [b]New Models:[/b] No [b]Modifiers:[/b] All of them
Terminator Mod
Terminator get-up). They all vary slightly, with different parts of their skins cut out to reveal the machinery within. All of them have a glowing eye that actually pulsates! Besides Tuvok and Barclay, the other skins only change the head. For the most part I found the skins to be fairly interesting and well done, though lacking a bit of dimension and realism. Perhaps using a shader to get a metal sheen on the machine parts would be great to really make them stand out. There are some superfluous TIK files in the pk3, but that's not too much of a biggy :) [b]Bot Support:[/b] No [b]CTF Support:[/b] Not sure :p [b]New Sounds:[/b] No
EVO Suit - Jurot & Telsia
that Jurot uses Telsia's sounds :) [b]Bot Support:[/b] Yes [b]CTF Support:[/b] Yes [b]New Sounds:[/b] No
CTF Stairways
happy with the stairs. They also hang around one place to often. But this is his first map and what a map: Lightning is perfect, only in the middle of the map is a room wich isn\'t mirrored perfectly wich could mean an advantage for one team. But I let you all decide that for yourselves. The item placement could be better, there are some weapons and hyposprays scattered around the map, I would have loved to see them placed more tactically. But that\'s just my opinion ;)
Custom Map-Info Data Update
you can still connect as a 'pure' client! Custom Maps Supported: [b]23[/b] [b]Description for those unfamiliar with the file:[/b] When you load any default EF2 map you are presented with an information screen showing the mapshot, a little background story, some info on the map, and the status on loading the map. Because there is a very limited number of files that EF2 will read to update these information screens, Tempest has taken it upon himself to compile all EF2 maps and release 'updates' which contain the maps information! This way everyone can have a map info screen for their own map without overwriting/causing troubles with other custom maps. Confused by the above? Well then I'd just say go on and download it. It simply adds an information screen for the map while it loads :) There should be regular updates as more custom maps are created :) If you want to add your own custom map to this Info Update, check the website here: http://homepage.ntlworld.com/david.coles.wales/ef2inforesource/ef2infodata.html
Deep Space 6
the stairs. It\'s to small to be a starbase. The clip on the shuttle is wrong, you can shoot through it. Even the bots don\'t seem to like it.
Custom Map-Info Data Update
have to have this and you can still connect as a 'pure' client! Custom Maps Supported: 16 [b]Description for those unfamiliar with the file:[/b] When you load any default EF2 map you are presented with an information screen showing the mapshot, a little background story, some info on the map, and the status on loading the map. Because there is a very limited number of files that EF2 will read to update these information screens, Tempest has taken it upon himself to compile all EF2 maps and release 'updates' which contain the maps information! This way everyone can have a map info screen for their own map without overwriting/causing troubles with other custom maps. Confused by the above? Well then I'd just say go on and download it. It simply adds an information screen for the map while it loads :) There should be regular updates as more custom maps are created :) If you want to add your own custom map to this Info Update, check the website here: http://homepage.ntlworld.com/david.coles.wales/ef2inforesource/ef2infodata.html
Citadel of Fire
placed at the highest points with ramps coming down on 3 sides. The main area has a few pillar structures as well as ramps on the side to get down to a third area. Weapons are kept to the sides of the map, while health/armor pickups can be picked up while 'on the go'. The flag areas have sniper weapons (IMod, Sniper Rifle, Comp Rifle) while the main area has more heavy weapons (Tetryon, Quantum). In terms of improvements, I'd say a different trim texture in the least would bring some visual separations between wall/floor. Oh, and the halo around the red flag is upside down :p (fades down instead of fading up). I would have liked to see some more detail to really get that feeling of a temple. Great job on the lighting, though! Love the shadow effects from the fire pits! I would suggest turning off falling damage(otherwise prepare for EF2's physics to kill you first ;)) and turning on strafe jumping to fully enjoy this Faceoff-esque map! [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No
\'A Gate, Two Birds and the Beautiful Sky\' Promo
single player adventure to the game. The story centers around Illia Ericcson, a former agent of Section 31, the Federation\'s most secret intelligence agency. Illia\'s final mission proves to be her most dangerous one yet, as she faces impossible opposition in Romulan space. This is being made by those who brought you none other than Colony 7! (
Achillies Demo
architecture of the room itself. Starship rooms are not rectangular boxes. Download if you have nothing better to do.
Glade
shortcuts by jumping. I prefer his other maps to this one. Bot support is included.
Cleanshot/Thirdperson Menu
change the noclip speed. In the thirdperson part of the menu you can change the camera distance, vertical and horizontal displacement via sliders and toggle 3rd person on/off. The point of the menu is to make it easier for modders to take better screenshots of their work :) [b]!![/b] Be sure to read the readme on how to install this! The readme also explains the menu options in a little more detail and also contains a small Help! section. [b]Note:[/b] Only works in SP (EF2 menu's don't seem to work properly in MP)
Custom Map-Info Data Update
story, some info on the map, and the status on loading the map. Because there is a very limited number of files that EF2 will read to update these information screens, Tempest has taken it upon himself to compile all EF2 maps and release 'updates' which contain the maps information! This way everyone can have a map info screen for their own map without overwriting/causing troubles with other custom maps. Confused by the above? Well then I'd just say go on and download it. It simply adds an information screen for the map while it loads :) There should be regular updates as more custom maps are created :) If you want to add your own custom map to this Info Update, check the website here: http://homepage.ntlworld.com/david.coles.wales/ef2inforesource/ef2infodata.html
CTF Scavbase
to the theme all too well. Sure, you have your crates and general feeling of a place patched up together... but something is really missing. The map is pretty straightforward, the bases lie right across each other though you can\'t just run straight to them :p a row os lasers separate the bases. As soon as you touch the laser you get transporter to the \'crate room\' where you find weapons stashed inside open crates and two transporters that take you back to the other side of the base. There were a number of z-fighting issues and other technicalities (like the map image not properly showing) and that there was no indication of lighting! There was also too much ammo lying around and clumped together, weapons would clip into the wall and surrounding ammo. I was happy with the idea and some parts of the layout but the map needs a lot more work. Anyway, we all have to start from somewhere :) [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No
CTF Gardens
Force 1. Though it's very different the gameplay is almost the same. He added two sniper towers on each side. This time no flying ships over your head. Also the music in the map adds a certain feeling to it. Lightning is perfect, texturing perfect. My only nitpick: Where are the fish in the water?? :P ------------------------------------------------- The skins: This pack contains 4 skins: Sidney, Katarina Scott, Telsia and another girl. They wear some kind of purple hazard suits.
Jump Station Alpha
screen. It has BOT support. Also this map has a info screen. I had fun playing on it, so download and try out yourself. :)
Fog
includes:[list][*]fog.bsp [*]fog.map [*]how-to_fog.txt[/list][b]Note:[/b] Extract the files to your EF2/base/maps directory.
Ambient Light
[list][*]ambientlight.bsp [*]ambientlight.map [*]how-to_ambientlight.txt[/list][b]Note:[/b] Extract the files to your EF2/base/maps directory.
Rotating Brushes
file in Notepad(or your favourite text editor) and be sure to read all the comments and commands to see how this works. Be sure to check all the entity settings inside the .map as well. Keep in mind that this isn\'t a proper step-by-step tutorial. A small knowledge of working around radiant would be beneficial as you might need to make your own connections on getting things working. This file includes: [list][*]rotating.bsp [*]rotating.map [*]rotating.scr[/list][b]Note:[/b] Extract the files to your EF2/base/maps directory.
Animating Characters
sure to read all the comments and commands to see how this works. Be sure to check all the entity settings inside the .map as well. Keep in mind that this isn\'t a proper step-by-step tutorial. A small knowledge of working around radiant would be beneficial as you might need to make your own connections on getting things working. This file includes:[list][*]char_anim.bsp [*]char_anim.map [*]char_anim.scr[/list][b]Note:[/b] Extract the files to your EF2/base/maps directory.
Make Objects Follow Paths
in conjuction with the Paths tutorial found here: http://www.ritualistic.com/games/ef2/editing/tutorial_paths.shtml Open up the .scr file in Notepad(or your favourite text editor) and be sure to read all the comments and commands to see how this works. Also make sure to check all the entity settings inside the .map as well (such as the script_model). This file includes: [list][*]paths.bsp [*]paths.map [*]paths.scr[/list][b]Note:[/b]Extract the files to your EF2/base/maps directory.
Fading Characters
all the comments and commands to see how this works. Be sure to check all the entity settings inside the .map as well. Keep in mind that this isn\'t a proper step-by-step tutorial. A small knowledge of working around radiant would be beneficial as you might need to make your own connections on getting things working. This file includes:[list][*]holodeck01.bsp [*]holodeck01.map [*]holodeck01.scr[/list][b]Note:[/b] Extract the files to your EF2/base/maps directory.
Dynamic Lights Example Map
comments on the various workings of dynamic lights. This file includes: [list][*]dlights.bsp [*]dlights.map [*]dlights.scr[/list][b]Note:[/b] Extract the files to your EF2/base/maps directory. .scr files are to be opened in NotePad (they are script files that are an important part of the map)
Sky Portal Example Map
working in EF2. This file includes: [list][*]sky.bsp [*]sky.map [*]sky.scr[/list][b]Note:[/b] Extract the files to your EF2/base/maps directory. .scr files are to be opened in NotePad (they are script files that are an important part of the map)
Ground Zero
and pickups can be found all over the map, though beware of snipers when going for pickups left out in the open! There are two small buildings on either end (which serve as flag rooms in CTF). These rooms have a camera of sorts that looks out on the playing field outside. Right outside the buildings is little 'nook' in the cliff where you can take cover or hide in, etc. The map has some interesting elements put to use (such as the boulders, rocks, lava and water pools) though it is way too dark, even for a night map. I suppose that it's upto to the developer on how dark they want it, but I felt that this dark was perhaps a little blinding. [b]Bot Support:[/b] No [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No [i]Note:[/i] I did edit the screenshots to make them a bit brighter so you can see the map :)
FX Hammer
spins around quite fast. There's some jump pads to get around as well. Bot support is included.
U.S.S. Aquitania
entered a rather unexciting ready room, and left. You have to use EVERY door on the map to open it, which is a royal pain. More then half the rooms are quarters. Why is there SNOW in the mourge. The sickbay contains 5 biobeds, and thats it. Every model (almost) is duplicated or triplicated, laptops, chairs, screens. There is no interactivity. The turbolift is confusing. Engineering is a pain. There is a strange clip around the core, and there is no way to get from upper to lower engineering, except the turbolift (And vice versa). The armoury was strange. The messhall looked wrong, it didnt look very hospitable at all. I've eaten at an enlisted messhall in the army, and it looks more warm and inviting. The bridge lighting wasnt inviting either. Overall, mediocre. Highs:second map for ef2, bigger then rpg shuttle Lows:doors wont open unless used, snow in the mourge, engineering is messed. Missing textures, no interactivity. Too many quarters, too many copies of chairs and stuff. Sickbay too small. Final score:30% -Crusader
FX Hamster Car
review[/quote] This is a nice map, pretty fun to bounce around on. I love the powerup distribution, because its pretty nicely spread out over the map. I like the jump pads, nice and labeled so i dont fly off to nowhere. The only thing I dont like is that you take so much damage when you fall. A bit annoying. What would have been cool is using the moving skyboxes, had a road with signs going past on the windows. Overall a nice map, good for an ef2 fragging map, long live flix. Highs:funny subject, nice design, cool concept. Lows:you take damage when you fall, there may be 1 too many ammo boxes. Final Mark:75%
RPG Skin Pack
MP. Ofcourse it\'s main use is for RPG\'s, though the characters are still available to use freely in normal MP gameplay. If my counting is correct, there are about 84 variations here, all have their own icons and taunts. I would say this is a must download (especially considering it\'s a pretty small file for what it gives you) :D I know I was dying to be the \"fuzzyguy\" in MP, and now I can! [b]Bot Support:[/b] No [b]CTF Support:[/b] ?? (a bit unsure how to check this atm ;)) [b]New Sounds:[/b] No
Tnem
too many weapons and pickups scattered around for such a small map, though there are crates to duck behind and other corridors that help make the map a little more playable (as opposed to a big empty area with nothing in it ;)). There were a number of secret doors that revealed weapons and powerups.. though finding them is not too easy! Infact, if you didn\'t know they were there.. you wouldn\'t even think about looking for it! Overall it\'s a decent map, but the item placement could have used some more thought. [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No
CTF FaceOff Tribute
not match up to the quality and fun of its EF1 counterpart. There were many places where the corners of the side walls would jut out and interfere with your movement. Other places there were misaligned brushes and textures, an overlapping brush, and gaps in-between some brushes (transporters). I won't lie, this map could do with a lot more work. However, I definitely commend Gravefiller's effort to try and bring FaceOff to the EF2 community :) [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No
Lift
due!). The main part of the map is a lift which you can control to move up or down. Besides that, there are sets of doors to open/close; forcefields to activate; characters to spawn.. and a lot more! I\'m amazed that it all works in MP (though it can possibly crash the server). Sometime when I loaded the map in MP, it would seem to \'switch\' to SP.. this usually happened with the character spawning. Other than that, the map is pretty neat to check out! I surely had fun pushing all the buttons :p [b]Bot Support:[/b] No [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No
FX King Of The Hill
get to these and then protect the bunker, and all the oponents try to storm the bunker. The map idea came to me on holiday, and as i didnt have a Computer with me I scetched the whole thing out, exactly the way I wanted it.[/quote]
Type 11 shuttle
review : The first problem I see, is that as soon as you spawn, you beam into the middle of the small bridge. This means anyone close (which happens half the time) is clipped into you. Also, several people starting pile into each other. (Random spawns in bridge, corridors, back room would have been good) The bridge itself is good, although a warp effect or an effect to blank the windows would be nice at warp. The back door is a bit strange, with an ff up, and the excelsior which looks smaller than the shuttle (and it is), stuck into an asteroid, just looks a bit strange, but that fact that your model alone is as long as the model of the deralict :S Beaming down is nice with its long effect, but two things could use improvement 1st)the visuals happen after your player appears when beaming back, 2) the ability to be invisible for about 4 seconds when you transport is annoying. an intersting idea would be a transport that beams you into another space onto a transport, which in turn beams you to the surface, lengthening the effect, and stopping the invisible effect. Beaming up is strange, because an accidental touch to the zone makes you dematerialize and beam back, very annoying, a clear marking of the zone, plus moving the zone a bit to the other side so you dont touch it every time you enter the canyon (almost if your not walking off to the right side). The snowstorm looks wicked, except that it goes itno the wall and that looks strange. A few things down on the surface need to be shotclipped, and a few more interactive surface features would have been nice. Highs:Nice for small rps, cool surface, good show of talent. Lows: Transporting, no warp effect, planet could be a tad bigger. Final score: 83%
CTF Tartirus
from stone to stone), which would be intreasting to be doing when somebody spots you and starts fragging their heart out - cos you would have no where to go! The other key improvement is the tunnel which runs from base to base half way though the tunnel there is a glass window and though it you can see 2 NPC's doing what ever they are doing (pressing buttons to look like they're not lazy :p ). Some eye candy on this map is the crashed shuttle on the side of the map, which you can't reach, but is a nice addition, espically when voyager flys over the map ! This is a great CTF map, as we all know from EF1 with many improvements which increase the fun when playing this map - I didnt believe it was possible, but lol; I was wrong ;) [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Models:[/b] Yes Video Review by
CTF Speedemon
pickups. Trying to stay on the paths is a bigger challenge than I though, especially with strafe jumping turned on. Dodging weapons fire is bad enough, the paths just add another twist :p The map is pretty simplistic, though I found it to be lots of fun (with strafe on ;)) [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No
FliX\'s Allied Base
will want to download this overnight probably.
CTF Vor2
requested to update if you wish to play this on servers :) A follow-up to CTF Vor1 for EF1, Vorax felt it was time to deliver the much awaited Vor2 for EF2! Besides having the small honour of being the first (complete) EF2 map , the map also contains just what most people are looking for: open and well-designed. Vor2 takes on a Romulan theme rather than the Voy theme of Vor1. The bases are fairly open with tons of space to move around and frag. A scalable-wall divides the bases on the upper level, while the lower level gives a deceivingly easier access to the bases. The detail in some places of the map is quite nice. Some good angles and curves. I did feel some sharper lights and a little more colour could have helped the aesthetic side; however, it's not a major issue with me [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No
Step Pyramid
wanted it to be the first map out. He was the first to submit it but some other filer beat me with posting a EF2 file. Sorry Tempest, you are second ;) [b]BOT support:[/b] Yes [b]New textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No
CTF Vor2
contains just what most people are looking for: open and well-designed. Vor2 takes on a Romulan theme rather than the Voy theme of Vor1. The bases are fairly open with tons of space to move around and frag. A scalable-wall divides the bases on the upper level, while the lower level gives a deceivingly easier access to the bases. The detail in some places of the map is quite nice. Some good angles and curves. I did feel some sharper lights and a little more colour could have helped the aesthetic side; however, it's not a major issue with me :) [b]Bot Support:[/b] Yes (though I had trouble getting bots to work) [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Models:[/b] No [b]Important Note:[/b] Some/most of you might notice slow and choppy gameplay the first time you run the map. If this happens to you, load the map and DO NOT move at all. Do this for about 40-60 seconds, after which FPS should improve. This will only happen the first time you load this map.
TNG and DS9 uniforms
about it. It looks good although some colors need a bit more work.
TOS Transporter
the beam EFFECT and SOUND to the TOS one. I think it turned out pretty well.
Enterprise E Deflector fix
deflector dish looked on the Enterprise. It was red, ugly, and almost was painful to look at. I disliked it so much that I decided to fix it myself. This mod will replace the crappy stock dish with my dish which looks a lot more canon.[/quote] Thanx Eric!
Telsia in Gold hazardsuit
Telsia is not a commanding officer so she should wear gold. This mod fixes it. Thank Scott!
EF2 Walkthrough
you haven\'t played the Singe Player missions before then don\'t look at this. It will spoil everything!
Multiplayer Phaser STX Modification
players will have nemesis phasers and tricorders, even if they didn\'t download this file. When you download the file and a server does not run it you still have the nemesis ones. Hint: Download
Starfleet mega skinpack
teacher or any else starfleer character from SP. There are a few bugs in it (see the readme), but nothing serious. I think this is a great addition. Do you see the download button below? Press it!!
Starfleet Holomatch Playermodels and Bots
besides the Dallas Crew ones come with taunts. Special taunts are included for Mr. Stemmons, the male teachers and Lt. Cmdr. Sirhc. They also have team color support. This is a must have for anybody who has EF2.
Hazard Team EV suit pack
and I didn\'t notice as much. Quite probably! No new taunts, but then why bother, they\'re already in the game. Another nice pack, despite the lack of adding anything that wasn\'t there before really, just enabling it. I am getting very impressed with this guys work.
Hazard Team Expansion Skin Pack
feeling he was red in the game? Maybe I just can\'t remember right! Anyway they all look really smart, even if they are just cut and paste jobs. I\'m just happy I can finally play as Sydney on MP!
Starfleet Crew Pack
thing for those of us that enjoy online play. I have noticed that the models are not selectable as bots so you must therefore use them as your own model if you wish to see them. Due to this minor restriction I apologise now for the somewhat naff screenshot. Installation Instructions: Unzip file to your c: program files_activision_ef2_base file and play.
Dedicated Server Update
update will also be added to the official v1.1 patch 2. This fix does not incorporate support for Linux servers. That is being worked on now for a future release.
Elite Force 2 MP Gameplay Video
Force II shines in the Multiplayer setting. Various game types are covered including Specialties CTF, Bomb Diffusal, and Holomatch. This TWO MINUTE movie covers several maps and weapons as well. Captured at high quality 640x480, it's the next best thing to actually playing it![/quote] [b]Length[/b]: 2 minutes 13 seconds
Elite Force 2 Intro Movie
intro-credit sequence is similar in style to what is done for the different Star Trek television shows. It combines a series of interesting visuals with credits for the production team that created Star Trek® Elite Force II. [/quote] [b]Length[/b]: 1 minute 46 seconds
EF2 Screensaver
EF2 shuttle, but if you\'ve already seen the inside, it sort of loses the effect. BTW: if you\'re going to spawn the EF2 shuttle model, there\'s actually two or three of them that need to be spawned to get things like the chairs to show up.
Voyager Hazard Team Mod
there\'s nothing left for me to say, except download this.
EF2 Screensaver
fairly good. EDIT: That's not my desktop in the screenshot.






