This is version two of Dr Bobs eagleeye beta map,
He has added another floor to his map and also fixed some bugs for example the doors on the bridge entrance to the turbo lift does not kill you 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
======================================================== Mod Title: Eagle Eye BETA Version 2.0 Mod Genre: Roleplay E-Mail: firstname.lastname@example.org Website: drbob.tomjepp.co.uk Creator: Geometry: DrBob Scripting: DrBob & Ritual Entertainement Creation Time: Geometry: 4 Hours Scripting: 8 Hours Total: 12 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. How To Use: After installing the mod, start up Elite Force II and go to 'New Game', now select the 'U.S.S. Eagle Eye' option. The map will load. 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. I also made it because I was bored. ========================================================
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