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| Dragon Class (0.3) - File Description |
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Quality: 8 Stability: 9 Creativity: 8
Overall Rating: 8.3 | Description: Ferengi presents the first public Beta version of his Dragon Class for Elite Force One.
This is a three deck starship currently a Work In Progress, this download shows us what has been done so far and gives an idea of what direction the map is heading in. This is a fairly promising file that makes use of a variety of familiar textures and features, the latter of which not all are working at this stage.
While I found the corridors to be somewhat compact, it adds to the feel of smaller vessel perhaps similar in size to a Defiant Class ship, rather than the large vessels we're normally accustomed to playing on. In addition I felt that that the warp stars on Deck One have been wrapped too far around the area, which in turn produces a rather confusing effect - Warp Stars visible through the ceiling but not out the view-screen.
Overall this is a download worthy of your attention and looks set to be an interesting map when finished.
See the readme for further information and installation instructions.
~AdmiralHocking
Warning: This map causes a corrupt JPG error on several other maps.
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|  | | Dragon Class (0.3) - Screenshots |  | Screenshots: |  |   | 
|  | | Dragon Class (0.3) - Readme |  | Readme File: Dragon Class - USS Dragon (Version 0.3 BETA)
Current Status:
Deck 1 = 100% Complete (Will maybe changed. / Not all features are installed until jet.)
Deck 2 = 100% Complete (Maybe also some changes until the final version)
Deck 3 = 23% Complete (Armory and Astrometrics are 100% Complete)
Features which should be included in future versions:
->Standard RPG-X features (I.e.: Drop out of work if core disabled etc...)
->Slipstream flight
->Aditional 2nd "slipstream-"core (Would be a small one. / If disabled you cant fly with slipstream.)
->Ejectable core (If I figure out how to do it.)
->A REALY BIG SURPRISE! (I wont say anything about it but if it works, it will be something which is on no other
RPG map.)
->And some other things I don't imagine until jet. ^^
How to install:
Put the DragonClass-0.3B.pk3 file into your BaseEF folder.
How to Start it:
Open the console and type:
/map DragonClass
Bug report:
Please send me an E-Mail at Dominique.Meyer1@gmx.net or send me a PM.
Credits:
ALL LCARS designs and the most textures are made by Johnson (alias RadiSign).
Some textures are also by Will & Ant by the RPG-X team, they will be changed in the next BETA.
(Like the corridor-lights one LCARS console in the CO-Office which I've forgotten to change and all
Alarm-Lights in the corridors.)
Some textures are made by myself.
You are allowed to use every texture included in the pk3 file which are in the folder "RavenClass".
Contact:
E-Mail: Dominique.Meyer1@gmx.net
MSN: Dominique.Meyer1@gmx.net
ICQ: 276-153-288 |  |

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| Dragon Class (0.3) - File Download Options |
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Primary Download Locations:
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| Dragon Class (0.3) - User Comments |
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The following comments are owned by the user that posted them. EF 2 Files is not responsible for their content.
Total comments: 11 | Last comment: 11-20-2008 at 05:41 Cool beans - since you've released assimilated poseidon b and here you're using the poseidon map once again as a base, why not make a few tweaks and make the original and the assimilated dragon class 
Looks great so far! - Keep it up! 9/10
thx ^^
sure i always plan borg maps of my own maps and if i get the permission to convert maps from other authors i will do that also but i wont do more than 1 project at the same time. and the corridors are just for a while until i made my own one (thats what i am afraid of ^^) but they will have the same width and heights like the current once cause the ship should only have 6 decks, so they need to save as much free space on the ship as possible ^^
I gave it a 8/10 I liked most of the ship so far.
I didnt really the bridge layout that much, mostly just the 3 consoles behind the command chairs when 2 or 1 will do. Also i didn't like the 3 chair setup. (when i was exploring the ship it gave me the small time feel so 3 chairs didnt seem right just my opinion) Other than that it was a good map and i am looking forward to your next release.
Well i had an rp on it lol and i give it a 9/10
Anticipating the next release 
I'm speaking through an artist's eye. I'm sorry if you get offended by this, but this is so unoriginal by my standards. You need to do more than just taking chunks of maps and throwing them together. Almost all of it is from other maps. You need to at least say what maps one needs for all of the textures because I'm missing a few. You can also see how professional some things are and how simple everything else is put together. It's the best idea to just try to be original.
I understand the Borg Poseidon B as it is a conversion, but just compiling a bunch of stuff isn't worthy of a good rating from me.
Well the ideas are already in use which are contained inside of the map, but the placement is different from most maps. It does seem huge for what looks like a runabout schematics.
Alot of the functions were too hard to find, so I gave up. Have labels for the functions that are usable, atleast for torpedos, phasers, and the alerts.
Anyway, it looks decent but an original construction/texture use might be better. I am not sure about that. Also fraggles, those textures might be from the ariana.
#5 atm there is only the corridors and some tables/chairs which i used from other maps and anyway atm it is still a beta version and i am still creating an own corridor but that is a hard work to make it look good. and the functions they are atm just security lockdowns for bridge, CO and XO quarter, warp and alerts.
#6 the textures are from the ariana, yes and the schematics will be changed until the last version of it than u'll see a small 6 deck premonition.
oh sry in 0.3 also the transporter room, in my version i already replaced it
Commenting on my problem with basic EF,as I said in the Ariana comment area, the stargate maps or a few other maps aren't working due to some sort of file within this beta. ioEF clears up the problem, but it is still a pain to not have the ability to play with the above maps in basic EF. Thanks
-Arron Dominion
well now after month i figured out how to bring my gtk radiant to work again i will go on asap with the map
another thing i noticed is that in the co quarters there is an overide type of feature which that would get n00bed alot. im not saying get rid of it. im saying make it admin protected some how or make an admin room like on prometheous
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