! First things first this is only a beta map!
To load type in the console devmap eagleeye
To start with, this is a lovely looking bridge, it is just a real shame I was spawned in the middle of 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 :)
======================================================== Mod Title: Eagle Eye BETA Mod Genre: Roleplay E-Mail: firstname.lastname@example.org Website: drbob.tomjepp.co.uk Creator: Geometry: DrBob Scripting: DrBob & Ritual Entertainement Creation Time: Geometry: 2 Hours Scripting: 8 Hours Total: 10 Hours New Additions: New Models: Yes New Textures: Yes New Menus: Yes New Scripts: Yes New Dialogs: Yes Tools: Ubertools GDK Adobe Photoshop 6 Microsoft Image Composer Microsoft Notepad Description: This map is not intended to be complete, rather, it is intended to tantalize your computers for the full version, it is also so that I can reserve the spot for a heavily-scripted roleplaying map, because there is nothing more annoying than slaving for months over a huge map and script to be beaten by someone else! Installation: Extract the 'eagleeye.pk3' file to the 'base' directory of your Star Trek: Elite Force II installation. Thanks: Thanks to Ritual Entertainment for creating such a good and moddable game, to Activision for producing all these Star Trek games, and thanks a lot to whoever made the scripting tutorial for using paths. Disclaimer: I dismiss all responsibility if this mod ruins your computer. It has, however been thoroughly tested. All trademarks are the properties of their respective owners. Why Make It?: I made this file to prove to some people (namely the guy who reviewed my first map - CastleMaze) that I CAN mod, and that it is possible to make a scripted turbolift. This turbolift IS scripted, and just because it only operates on two decks so far does not mean that it is just a 'lift' object. I also made it because I was bored. ========================================================
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