Elite Force 2
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 :)
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
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.
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.
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
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
"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.
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
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.
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
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.
:) Bot Support: - Yes CTF : - Yes Specialties :- Yes Bomb diffusion:- Yes Pandemonium.
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
am one of the developers. I hope you like it.
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.
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
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
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
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
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
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
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.
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.
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.
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.
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
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
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
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.
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
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
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
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.
screen. It has BOT support. Also this map has a info screen. I had fun playing on it, so download and try out yourself. :)
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
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
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
tell me if anything needs added or changed.
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?
CTF. Modifiers: InstantKill, WeaponScore, ControlPoints, ActionHero, Handicap, Eliminatiom, Specialties. Bot Support: Yes New Textures: Yes
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
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
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
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
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
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
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
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.
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.
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.
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
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 ;)
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
shortcuts by jumping. I prefer his other maps to this one. Bot support is included.
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
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.
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
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)
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.
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
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.
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:
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.
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.
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
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
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 :)
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
spins around quite fast. There's some jump pads to get around as well. Bot support is included.