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Elite Force 2 Downloads > Maps > Deathmatch:
Warehouse (v1.1)
Filename: warehouse_map_v1_1.zip

Date Added:
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3.74 MB
Maps > Deathmatch

Average User Rating: 8.5
Number of Votes: 6
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Warehouse (v1.1) - File Description  

An update to W4rbird's just-released-yesterday Warehouse map. This is a great sign of dedication, where the developer wastes no time in releasing a newer version!

This version has very few changes to the gameplay of the map...actually, it has no changes to the gameplay of the map, but, this map will appear more professional and authentic as it now comes with a loading screen...which look great by the way!

If you already downloaded the previous version, it should be replaced with this one, then all you need to do is get eight to 10 of your friends together, and fight for bragging rights! To add a bit of merriment to your gaming experience, W4rbird has included hidden items throughout this abandoned warehouse, so load up this download and set phasers to fun!

Refer to the readme for more information.

Warehouse (v1.1) - Screenshots  
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Warehouse (v1.1) - File Download Options  

Primary Download Locations:
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Download from Worldwide Mirror by FileFront Download Warehouse!

Warehouse (v1.1) - Readme  
Readme File:
A Star Trek: Elite Force II Map
TITLE: Warehouse v1.1
AUTHOR: W4rbird
E-MAIL: warbird1@interia.pl
WEBSITE: http://w4rbird.filefront.com/

FILENAME: warehouse_map_v1_1.zip
DATE RELEASED: 3th April 2007

INSTALLATION INSTRUCTIONS: Just unpack an archive and put the .pk3 file to /base folder. An

- 2 music tracks are just renamed (filenames), original music from EF2, so credit goes to Ritual Entertainment (Zak Belica);
- 2 new sounds - freely available on http://www.wavsource.com/sfx/sfx.htm and http://www.grsites.com/sounds/cartoon003.shtml;
- Ritual Entertainment - from obvious reasons [for anything else].

DESCRIPTION: This is a small update - v1.1. I recently figured out how to make menus and stuff, so then I thought to add a loading screen to my map. And so it is. I think this makes map more complete. BTW. If you already have my previous version, you should replace it with this one.

New sounds: Aye
New music: Nay
New textures: Nay
Bot support: Aye
Game mode: Holomatch

In no way am I responsible for whatever damage this can cause (but it won't) to your computer. If you use any part of this file, please make sure you ask
for my persmission, before releasing it, but it is not recommended ;) A simple credit will suffice.

Warehouse (v1.1) - User Comments  
The following comments are owned by the user that posted them. EF 2 Files is not responsible for their content.

Total comments: 4 | Last comment: 04-15-2007 at 13:12

 #1 - My Critism to the map. - 04-04-2007 at 07:11
From: (Ulm)
Joined: October 29th, 2006
Posts: 1019
1. This version does only work with the english ef2 version, the german and all others(if there are others) are not supported by this loading screen.
2. ITEMS are suck in the world, and produche errors in the server console.
3. Included allready exsting files, the soundfiles are allready in the game, you shoud have definied the file locations in the *.mus file, thats what it is for. You are making your *.pk3 only fat.
4. The celling is to low on many places, you shoud have placed some Aspirin-Items for the headache after playing that map(meant symbolic, no offence), doors are okay but the ceeling it self shoud be high enugfh to strafejump without headache...
5. To much Items make a map nobish, since everyone is running for a Item(other ojects are rar on that map annyway).
6. Your mapshot is defently to huge, it shoud be at 256 x 256 as mapname.tga, but very positive is it is on the correct place and named correctly.
7. Locfile, mentoid above on 1. if you create menus such as this you need to know about the loc stuff that the german version does have same structure but instead of Eng it is Deu.
loc/Eng/ -> loc/Eng/.
8. Suck on Design objects, players often stuck on mapobjects like a lamp on the wall, use Movenemt Clip to avoid collisions.
9. Make such tiny Objects allway detaild as long as they don't touch the void, like all things wich are not complete visualy blocking the view, like a big solid wall does. A Big wall with a window in it won't block the vis and shoud be detaild.
10. If you make the tiny Objects detaild then you don't require fast vis compiling and the map compiles very quick on a full extra compile.
11. Don't use csg substract, use the clipper instead.

Here is your map again, but corrected, as far as possible, you shoud download some mapsfiles from effiles, there is much left for you to learn. Use the forums Ritual, ilefron or HazardModding for your questions if you have some. http://www.chrissstrahl.de/stuff/others/warehouse.zip

 #2 - 04-15-2007 at 11:37
From: (Cardiff)
Joined: August 9th, 2003
Posts: 322
Ehhh, I show everyone how to make a loading screen, and tell them that there are only NINE (9) available slots to use, and they all got to use them up for individual maps stick out tongue

 #3 - 04-15-2007 at 13:12
From: (Kolobrzeg)
Joined: July 21st, 2005
Posts: 1174
Yeah, that is way I used fourth (4) slot smile
Besides, I don't recall, that someone called Tempest showed me anything wink

 #4 - 04-15-2007 at 13:12
From: (Kolobrzeg)
Joined: July 21st, 2005
Posts: 1174
lol, should be *why instead of 'way'.

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