Para2 takes place on some kind of space station. The map is very complex and it looks great. You can really see that a lot of time was spent detailing the map. Pipes are running throughout the map. Same as Para1, gravity jumppads have once again been included. I think they are one of the better things that the 1.3 mod brings. Those doors are pretty amazing how they open and close. I know this can only be achieved by means of the 1.3 mod since the doors do not work in 1.2
Brushwork and lighting are also very well done. It adds a nice touch to the map.
I think the screenshots can explain it better than I can
HM_para2 Created By: Paracyte E-mail: email@example.com, firstname.lastname@example.org, email@example.com (one of those should hopefully work for you, heh) -------------- Description: -------------- --What is this?: Designed more looks, this map originally began as just a testmap for some new q3map2 features. However, it quickly began to evolve into some interesting hallways and structures, and I decided I'd just build it into a map. It doesn't have any particular theme, just a bunch of neat effects with high-resolution lighting packed into one map. --Hacks/Ideas/Effects used: -3D Skybox (Ydnar/Q3map2) -Dynamic entity lighting (myself- but made possible w/ Update mod) -High-resolution lightmaps (Ydnar/Q3map2) -Alpha-Channel shadows (Ydnar/Q3map2) -ASE models (Ydnar/Q3map2) -MD3 models (myself- but made possible w/ Q3map2) -Basic Q3 Electronics (=skOre=, I think) -Low-graivty jump pads (1.3 Update mod) -Rotating plat (1.3 Update mod) -New powerup items (1.3 update mod) -Rotating doors (1.3 update mod) --Supported Game Types: -Holomatch -Team Holomatch -Tournament -Team Gems --Programs used: GTK Radiant 1.4.0 Q3map2 2.5.14 Elite Force 1.3 Update mod --Technical Information: External lightmaps used - 0 Map file size - 2.12MB Bsp file size - 19.3MB (high-res lighting makes a huge impact in this area) Shaders - Total Brushes - 3391 Total Entities - 381 Net Brush Count - 1581 Light Styles - 0 Compile settings - BSP -meta, -vis, -light -fast -patchshadows -samples 2 -thresh 0.1 ------------- Installation: ------------- Extract the pk3 file directly to your Star Trek Voyager: Elite Force\um13\ folder (that folder will only exist after installing the update mod). Load up Star Trek Voyager, Elite Force, and load up the update mod from the mod list. Then run the map. ------------- Known Issues: ------------- -No bot support. I tried.. I TRIED to get it working. But it would of required too much geometry change and other optimizations. Sorry it just wasnt working :( -Lights, and other partially transparent textures get really buggy sometimes. I believe it has something to do with all of the high-res lighting that I put in this map, because it doesnt happen if I compile with a lower lightmapscale, but I don't believe its related to the update mod at all. If you DO get this problem (NONE of my beta testers had it, but I DO, don't know why), then go to the consol (~ key) and type \vid_restart, and hit enter. It may take 2-4 tries, but it WILL eventually load up properly. If anyone knows of some way to prevent this from happening without lowering and detail settings, please let me know. -May run at a lower FPS than your average map. I've optimized the heck out of this thing. I have properly placed hints all over the map, area portals, even the r_speeds are quite decent. I did everything I could to keep that fps down without loosing quality (believe me when I say it REALLY gets choppy w/out these optimizations). The reason for this lower framerate is mostly just because of the high-res lighting. It really takes a performance hit but for a level thats designed mainly for looks I felt that this loss in performance was well worth the gain in quality. -------------- PLaying Tips: -------------- -Use the gravity pads to jump over large distances or up great hights. -Destroy the powerups before your opponent reaches them (or take them yourself if you have the chance ;) ) -Try to stay on the upper-level, where you'll have the biggest advantage and easier access to the rest of the level. -Be carefull not to fall off the edge near the quad powerup (though its mostly been blocked off, beta testers hated it ;) ) -------------- Requirements: -------------- -Star Trek Voyager: Elite force -EF 1.3 update mod. -------------- Thanks to: -------------- Ravensoft- For making Star Trek Voyager: Elite Force Raven Mod Community- For helping me out with any question I've had while making all my maps Ydnar- Q3map2 was used to compile the map Grand Nagus- Development of the 1.3 patch and all it's new features Evil Lair- Used a few light shaders Lladnar- Alpha testing, suggestions Jeremy- Alpha/Beta testing, suggetions Adrian T. (Deadman)- Alpha/Beta testing Eliteforce.com Forums- Beta testing Ravensoft forums- Beta testing/ troubleshooting help ------------- Disclaimer: ------------- Copyright (c) 2005 SAMUEL (Paracyte) RICE All rights reserved. This file may be electronically distributed only at no charge to the recipient in its current state, must include this .txt file, and may not be modified in any way. In no event will I/we be held responsible for any damages or loss of data of any kind, including with out limitation any special,indirect,incidental or consequential damages as a result from the use or mis-use of the files located in this zip file even if I/we has been advised of such damages.
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