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| HM Para2 - File Description |
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Tech: 10 Quality: 10 FunFactor: 9 Creativity: 9
Overall Rating: 9.5 | Description: 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
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|  | | HM Para2 - Screenshots |  | Screenshots: |  |   | 
|  | | HM Para2 - Readme |  | Readme File: HM_para2
Created By: Paracyte
E-mail: zipzzam@tennousei.com, paracyte@tennousei.com, paracyte@sbcgloabl.net (one of those should hopefully work for you, heh)
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Description:
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--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
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Installation:
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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.
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Known Issues:
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-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.
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PLaying Tips:
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-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 ;) )
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Requirements:
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-Star Trek Voyager: Elite force
-EF 1.3 update mod.
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Thanks to:
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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
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Disclaimer:
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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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| HM Para2 - File Download Options |
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Primary Download Locations:
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| HM Para2 - 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: 8 | Last comment: 05-09-2005 at 22:59 Hey, thanks for getting this up here so quickly! (and for the nice review!)
I just realized after re-reading that readme that I gave credit to the wrong person :/ , the guide I read for Q3 electronics was created by =skOre=, not Sock.. heh, I knew it began with an 'S' when I was writing it.. anyways, I doubt he'll ever see the file anyway but credit should be given where it is due 
were not worthy, were not worthy
Hey Para i remember this map for the v1.2, when we tried it it wouldnt work, that must have been ages ago, since then you havent been on msn , Nice map but im kind of skeptical about downloading an unofficial v1.3 'mod'. Anyways, awesome map, you did a really great job on the texturing and details. hope i will be able to overcome my skepticism and download the mod to try it out. Hop on msn sometime, its been awhile.
It looks great on the screens but it doesn't load for me. It gives me the set com_hunkmegs to 48 error, i have my hunkmegs to 256 so i don't get what's wrong....
@SniperViper: The map was NEVER designed to work with EF1.2 This one was made for 1.3 update mod from the very beginning (heh, thats probably why it didnt work for you, back then). Also, while it may not be an official patch, theres no need to be skeptical at all. The mod installs into a seperate directory, NOT baseef, so it won't overwright the origina game's pk3's untill you actually load the mod up from the game's mod menu. So if your not satisfied with it, simply delete the um13 folder and its gone (plus I believe the installer comes with an uninstall routine which you can use to remove it as well). Also, yeah, I'm aware of the fact that I haven't been on MSN, or any instant messenger for that matter, for ages. I'll make an attempt to get on more frequently if I can.
@Chibakka: http://eliteforce2.filefront.com/info/com_hunkmegs
WOW Paracyte, really sweet map! The lighting and shadows are awesome; you definitely do good work! I'm jealous... 
SniperViper, don't worry too much if you decide to install the Update Mod. Like Paracyte said, it's installed in its own directory and not in the BaseEF folder so none of your maps or config settings will get overwritten. If you use the Update Mod installer (the 'exe' installer, not the 'zip' file), an 'uninstall' will be created in your main Elite Force folder (um13_uninst.exe) so you can easily uninstall it. With the Update Mod installer, the only time something will get overwritten is if you choose to follow the 'readme mappers.txt' file and manually install the mapping tools - the Update Mod installer will only copy the 'mapping tools' files to the Update Mod installation folder; it's up to the mapper to actually copy those files over to their mapping software. So the easiest way to 'test drive' the Update Mod is to download and install the Update Mod Installer (exe file) and then the Update Mod Service Pack 1 inststaller (also an exe file), and if you don't like it then you can run the uninstaller for SP1 and then the uninstaller for the Update Mod (in that order). Remember that the Update Mod is a 'mod', so you'll have to load it from the 'mods' menu before you'll see any Update Mod features.
If you choose to install the Update Mod using the 'zip' file, all of the Update Mod files are copied to their own folder (um13) and deleting that folder and its contents uninstalls the Update Mod (nothing gets written to your 'baseEF' folder). It's pretty easy, but make sure you read installation directions in the readme file first! If you don't read the instructions in the 'zip' file on how to install the Update Mod in the 'readme.txt' file, and you install it where it doesn't belong, then something might get overwritten... When installing the Update Mod 'zip' archive, read the readme and follow the directions.. I can't stress that enough! So if in doubt, and you're running Windows, just use the exe installer file. When installing the Update Mod 'exe' installer, you'll simply follow the prompts and the Update Mod folders will be created and the files will be copied for you and put in the proper place. Sorry if I sound a little harsh here, but most of the problems I'm getting regarding the Update Mod are because people didn't install the Update Mod correctly. It works good if it's installed correctly, and it doesn't work well at all if it isn't.
Remember, when installing the Update Mod, also install the Update Mod Service Pack 1! You won't be able to connect to an Update Mod server if you don't install it too. The Update Mod had some annoying bugs in it, and SP1 took care of them. SP2 is in the works, which is going to take care of a lag/flooding problem when joining a game.
PS: The Update Mod SP1 installer (exe) creates an uninstaller in your Elite Force folder (it's called 'um13sp1_uninst.exe'). If you don't like the Update Mod, run the SP1 uninstaller and then run the Update Mod uninstaller, in that order. If you don't uninstall in that order, then the Update Mod main folder won't get completely removed (no biggie, you'll just have an empty 'um13' folder in your main Elite Force folder).
Hope that helps. Thanks for the awesome map, Paracyte! I almost fell out of my chair when I saw it, but then I almost always fall out of my chair when I see your work - you ROCK!
Wow, finally the 1.3 mod is out, I remember a year ago I was beta testing this map with you seeing where fps went down, REALLY nice map man, love it.
Oddione: I just now noticed I didn't credit you for that in the readme! You have my sincere apologies. But I do now clearly remember you *****isting me w/ this map. Thanks man! (if its not already too late :/ )
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