Here is V3 of Dr Bobs eagle eye map,
This time round he has added a sick bay and done some more work on the warp core nacelle All looks a lot better this time round and he has added a lot more 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.
======================================================== Mod Title: Eagle Eye BETA Version 3.0 Mod Genre: Roleplay E-Mail: firstname.lastname@example.org Website: drbob.tomjepp.co.uk Creator: Geometry: DrBob Scripting: DrBob & Ritual Entertainement Creation Time: Geometry: 10 Hours Scripting: 10 Hours Total: 20 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. Why Did It Take So Long?: Because UberRadiant refused to save the geometry properly half way through, so I had to recover a previous version, patch it up to the current version (manually using WordPad) and compile it manually using an MS-DOS prompt. Take pity on me please!Has anyone else encountered this? Does anyone know how to fix it? ========================================================
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