Dueling Warp Cores

By Mapper : This is a small but complicated map that is in the style of the Beta Station and Delta Station arenas. Two warp cores encased i...

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By Mapper : This is a small but complicated map that is in the style of the Beta Station and Delta Station arenas. Two warp cores encased in fortresses face each other across a deep pool of water. Embedded in each warp core is a transporter that pushes and flings players across the map into enemy territory. This "trans-warp gun" is the only way to obtain powerful items such as the quad. Beware of the trap at the bottom of the pool.

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Readme
DUELING WARP CORES
FINAL VERSION
3 SEPTEMBER 2001
ctf_duelcore.pk3
Arena map for Star Trek Voyager Elite Force.

AUTHOR INFORMATION
by M.gunnerQuist
   a.k.a. Gracie-Lou Freebush
   a.k.a. Flamegrape
gracie-lou@flamegrape.com
http://www.flamegrape.com/modelsmaps/index.htm

DESCRIPTION
This is a small but complicated map that is in the style of the Beta Station and Delta Station arenas. Two warp cores encased in fortresses face each other across a deep pool of water. Embedded in each warp core is a transporter that pushes and flings players across the map into enemy territory. This "trans-warp gun" is the only way to obtain powerful items such as the quad. Beware of the trap at the bottom of the pool.

INSTALLATION INSTRUCTIONS
1. Extract ctf_duelcore.pk3 into your eliteforce/baseef/ directory.
2. Start Elite Force.
3. To play Starbase 47 go to console "^", type "/sv_pure 0" and "/map ctf_duelcore".
4. ...or pick Multimatch-->Create Server and select "Dueling Warp Cores".

PLAY INFORMATION
Settings:    Deathmatch, Team Deathmatch, or Capture the Flag.
Players:     8 recommended.
Bot Support: Bots are fully supported,
Secret:      No secrets.

CONSTRUCTION INFORMATION
Build Time:   Many weeks. (This was my first map.)
Compile Time: About 15 minutes. (?)
Programs:     EFRadiant, Photoshop 5.5, Adobe Illustrator 9, Fontographer 4.1.
Known Bugs:   Bots try to enter the opposing team's front gate even though they don't have access. The bots also do not frequently use the jump pads in favor of futile attempts to open gate. Nor do the bots attempt to use the teleport/warpcore. These bugs are minor and have been addressed as best as possible.

CREDITS
M.gunnerQuist, designer.
Many geometric elements were derived from ctf_voy arenas in pak0.pk3.

NOTE
Arena concept and design by M.gunnerQuist and AquaFortis Studios(c) 2001.
All textures by Raven Software(c) 2001.
Software by Id (c)1999-2001.
A few pak0.pk3 shaders were slightly modified.

DISTRIBUTION
Feel free to distribute this file in any form, but not on CD media, as long as
proper credit is given and this text file has not been edited in any way. You
cannot alter, edit or use the included sounds and textures in any commercial
way without prior permission.

For feedback or comments email me at: gracie-lou@flamegrape.com

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AquaFortis Studios


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Registered 3rd January 2002

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