! 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 bri...


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! 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 :)


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Download 'eagleeye.zip' (824KB)

Mod Title:	Eagle Eye BETA
Mod Genre:	Roleplay
E-Mail:		drbob@tomjepp.co.uk
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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Registered 23rd November 2003

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