Star Trek Voyager: Elite Force

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Stukatto

Uploaded by

Stukatto

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About this mod

Tech: 9 Quality: 10 FunFactor: 9 Creativity: 10 Item Placement: 9 Size vs. Usefulness: 9 Overall Rating: 9.3

Permissions and credits
Description:
Tech: 9
Quality: 10
FunFactor: 9
Creativity: 10
Item Placement: 9
Size vs. Usefulness: 9

Overall Rating: 9.3
Readme:
"CTF_CONPLEX" Full version README

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



Author:

Melv "Stukatto" Miller



email:

see "stuk|maps" below



Date:

5th September 2003



Map Name:

Fullname: "CTF CONPLEX" (ctf_concrete_complex :P)

BSP name: ctf_stuk1_ef.bsp



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



Description:

=============

Version:

Full (Full -vis)



Gamemodes:

Primarily for CTF or In2tagib CTF but also supports free for all,team deathmatch and tourney modes.



Theme:

Set in a semi open arena with three main locations,two base areas and a midway section.

Plenty of multi level ctf fragging.

This version is set in a mild scif-industrial setting.



Why:

This map was created for the 1.3 patch competiton.Patch created by Grand Nagus and the contest hosted by www.effiles.com.



The competition was for gameplay,so I have used a simple colour scheme,

some fun geometry to frag on and plenty of vertical fighting.



Items included from the 1.3 update are:

1.)Several universal ammo pickups scattered about.

2.)Two "One up" powerups.

3.)6 Rotating doors, however they are not doors but three pairs of spotlights that move,when either a flag is taken or the quad.

4.)Most pickup items can be damaged, however the weapons cannot be damaged along with health,armour and quad.



Recommended ammount of Players:

Cram as many in as you can for ultimate effect :D



Bots:

Bot supported is included with the map.

This map was built for humans though... lots of shortcuts via rocket jumping ect.



Hope you enjoy playing it as much as I did making it :)



=Stukatto=



***Coming Soon***: ctf_stukmun2, uses the base map of this map, but looks far superior :D

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Important shit :P

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



Installation:

=============

Extract the pk3 file to your baseef folder.

Map will appear in respective game modes in the menu or type map ctf_stuk1 in the console.





FAQ:

It's to bright!!, the lighting is way too bright...

The lighting in the map was created using a winXP machine, there are known issues with nonXP machines having different lighting.

The lighting is set for default gamma "/r_gamma 1" if it's too bright turn ur damn gamma down! :P



When I shoot one of the lights, it goes all flickery..

Most of light textures in the map are decal shaders, thefore if you shoot one with your weapon and it leaves a scorch mark, z-fighting will occur because scorch marks are also decal shaders,something I can live with... decals rule. :P

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=





CONSTRUCTION DATA

==================



Tools used in the creation of this map are:



Map editor:

Gtk Radiant 1.2.13



bsp compiler:

Q3Map2.exe (version: whatever came with 1.2.13 ;) )(via Q3Map2 Toolz front end)

compile switches : -meta,-vis -saveprt,-fast -filter -super 2



Pk3 creation/manipulation:

Pakscape



Arena/shader and readme file creation:

Notepad



Custom textures and screenshots:

Adobe Photoshop 7.01



Creation Time:

2 weeks on and off to build the layout...rest of the time up till last week before submission date was spent testing,tweaking fixing any issues..just polishing the map.



Compile Computer/main test machine:

AMD Athlon XP 1800+ (1533Mhz)

768Mb DDR

Nvidia Geforce2 64mb



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



Credits/Thanks:

=============

Raven Software for Elite Force

ID SOftware for the Q3 engine



All the moderators and members at the Raven boards ect for help,support and valuable input.

Elite Force Mod board in particular. Take a wander over there and look at some of the quality work being produced by the community.



-------------------------------

Raven Mod Forums:

http://forums.ravensoft.com/ib/ikonboard.pl?s=act=ST;f=9;t=22701

-------------------------------



Asset Credits

===============

I've gone for a simple colour scheme using Evil Lair's texture set 8 as the base set of textures, combined with a couple from his older sets and a few modified EF textures like the borg piping with ctf colours.



All evil's texture directories have been appended with "stuk_" to avoid any conflict with other users of evil's texture sets and in no way signifies that I made them.

I have modified some of EL shaders to include things like decal versions of some lights ect.



Yves Allaire aka Evil Lair

webby: http://www.planetquake.com/hfx

email: [email protected]



Textures found in the stuk_ctf1 texture folder consist of modified EF textures for ctf purposes,Sock's sky editorimage and a couple of modified EL textures. I converted the r_light texture to blue and red versions.



The "Mud River"sky textures and editorimage was created by Sock, his full readme is included into the root of the pk3.



Assets in the pk3 used by "ctf_stuk1" map

-----------------------------------

/levelshots/ctf_stuk1_ef.jpg

/maps/ctf_stuk1_ef.bsp

/maps/ctf_stuk1_ef.aas

/scripts/ctf_stuk1_ef.arena

/scripts/ctf_stuk1.shader

/textures/env/mudriver

/textures/stuk_ctf1

/textures/stuk_evil_*

/textures/stuk_evil8_*



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-



Alpha/Beta Testers:

==================

Lead Tester and main contributor:

Monomonster



Additional testers:

aKa Havoc

aka Labrat

Bond

KevinUK|fuud( www.kevinuk.co.uk )

Photo

Spookinmear



..and anyone I missed. ;)



================================================================

"Stuk|maps"



Webby:

http://www.stukatto.pwp.blueyonder.co.uk



Stuk|maps mIRC mapping chat room:



Got a question, stuck on summit or just fancy a chat, pop in, theres is usually a few mapping residents lurking on hand. :)



You can logon to any Quakenet server and type /join #stuk|maps

================================================================



/=-=-=-=-=-=-=-=-

| -={DISCLAIMER}=- |

=-=-=-=-=-=-=-=-/



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.

As always I recommend using Anti Virus software on all downloaded material.



This map MAY NOT be decompiled and used as a base map for any other creation, without the written consent of the original author's (MY) permission,nor shall any part of this zip be used for commercial gain in any way shape or form.



However if you wish to distribute this map it **MUST** contain **ALL** the original files,that were present during the initial download,including in particular the readme file and must not be altered in any way shape or form.

It may be distributed in any form other than normal snail mail. ;-)



I reserve the right to modify these files in anyway,shape or form at any time, without warning.



=-/-==-/-==-/-==-/-==-/-==-/-==-/-==-/-==-/-==-/-==-/-==-/-=



"CTF_ST[UK]ATION - ctf_stuk1_ef" ©2004 Melvin "Stukatto" Miller - All rights Reserved.

"Star Trek Voyager ELite Force" ©2000 Activision Inc/Raven Software - All rights reserved.

All other copyrights and registered trademarks are acknowledged of their respective owners.



=-/-==-/-==-/-==-/-==-/-==-/-==-/-==-/-==-/-==-/-==-/-==-/-=

**Engage**



"CTF_STUKMUN2" Full version README (EF 1.2 Version)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



Author:

Melv "Stukatto" Miller



email:

see "stuk|maps" below



Date:

5th September 2004



Map Name:

Fullname: "CTF STUKMUN 2"

BSP name: ctf_stuk2_ef.bsp



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



Description:

=============

Version:

Full (Full -vis)



Gamemodes:

Primarily for CTF or In2tagib CTF but also supports free for all,team deathmatch and tourney modes.



Theme:

Set in a semi open arena with three main locations,two base areas and a midway section.Plenty of multi level ctf fragging.

This version is set in an Egyptian temple theme. (It was never aimed at being truly cannon egyptian,just based on, for gameplay)



Why:

This map was originally created for the 1.3 patch competiton. A Patch created by Grand Nagus and the contest hosted by www.effiles.com.

However after a year of being sat on my HD and no sign of the 1.3 patch I thought it finally about time it was released. Therefore this version is for 1.2.



It has a little more eye candy than it's brother.

I have always liked Egyptian architectecture and art and I thought the maps design and architecture would suit an egyptian theme,

so I set about seeing what it would look like. Here is the result. :P

I had to modify some aspects of the original map for the egyptian theme and also added some extra eye candy.



Recommended ammount of Players:

Cram as many in as you can for ultimate effect :D



Bots:

Bot supported is included with the map.

This map was built for humans though... lots of shortcuts via rocket jumping ect.



Secrets:

There are two easter eggs in the map...



Hope you enjoy playing it as much as I did making it :)



=Stukatto=





=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Important shit :P

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



Installation:

=============

Extract the pk3 file to your baseef folder.

Map will appear in respective game modes in the menu or type map ctf_stuk2 in the console.





FAQ:

It's to bright!!, the lighting is way too bright...

The lighting in the map was created using a winXP machine, there are known issues with nonXP machines having different lighting.

The lighting is set for default gamma "/r_gamma 1" if it's too bright turn ur damn gamma down! :P



When I shoot one of the lights, it goes all flickery..

Most of light textures in the map are decal shaders, thefore if you shoot one with your weapon and it leaves a scorch mark, z-fighting will occur because scorch marks are also decal shaders,something I can live with... decals rule. :P

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=





CONSTRUCTION DATA

==================



Tools used in the creation of this map are:



Map editor:

Gtk Radiant 1.4



bsp compiler:

Q3Map2.exe (version: whatever came with 1.4 ;) )(via Q3Map2 Toolz front end)

compile switches : -meta,-vis -saveprt,-light -fast -filter -super 2



Pk3 creation/manipulation:

Pakscape



Arena/shader and readme file creation:

Notepad



Custom textures and screenshots:

Adobe Photoshop CS



Creation Time:

Last week of the competition time, to convert the original ctf_stuk1 base map.



Compile Computer/main test machine:

AMD Athlon XP 64 3000+ (2Ghz)

768Mb DDR PC2700 (333FSB)

ATI Radeon 9200 A-I-W 256Mb

Windows XP Home



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



Credits/Thanks:

=============

Raven Software for Elite Force

ID SOftware for the Q3 engine



All the moderators and members at the Raven boards ect for help,support and valuable input.

Elite Force Mod board in particular. Take a wander over there and look at some of the quality work being produced by the community.



-------------------------------

Raven Mod Forums:

http://forums.ravensoft.com/ib/ikonboard.pl?s=act=ST;f=9;t=22701

-------------------------------



Asset Credits

===============

Textures/shaders

--------------------

/egyptsoc_* Egypsoc texture set created by Sock.

His full readme can be found in the root of the pk3.



/egyptsoc_modified

These are modified egyptsoc texture for ctf purposes and made a few combinations of texture to help reduce tris.

(less faces needed for trims) also made some of the lights decals ect.



/stuk_fx

Consists of modified EF textures for ctf purposes,Kell's sky editorimage.

Also found in there is the eagle.tga created by Lunaran.

His full readme can be found in the root of the pk3.



/brightblue

Brightblue skybox created by kell

His full readme can be found in the root of the pk3.



/stukmun2

Created by Stukatto

The two spoof images were found on the inet. I have no idea where from though.



Models

--------

models/mapobjects/pharoa - Created by GIJoe

His full readme can be found in the root of the pk3.



models/mapobjects/egypt - Created by Todd Gantzler

His full readme can be found in the root of the pk3.



models/mapobjects/impaled_skel - Created by Oak

His full readme can be found in the root of the pk3.



Sounds

--------

sound/ambience/stukmun2



bird1.wav and bird2.wav - created by Lunaran

stuk_fire_a.wav - created by Stukatto



Assets in the pk3 used by "ctf_Stuk2" map

------------------------------------------------

/levelshots/ctf_stuk2.jpg

/maps/ctf_stuk2_ef.bsp

/maps/ctf_stuk2_ef.aas

/models/mapobjects/egypt

/models/mapobjects/impaled_skel

/models/mapobjects/pharoa

/scripts/ctf_stuk2_ef.arena

/scripts/ctf_stuk2.shader

/sounds/ambience/stukmun2

/textures/brightblue

/textures/egyptsoc_*

/textures/stuk_fx

/textures/stukmun2

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-



Alpha/Beta Testers:

==================

Lead Tester and main contributor:

Monomonster



Additional testers:

aKa Havoc - base map

aka Labrat - base map

Bond - base map

KevinUK|fuud( www.kevinuk.co.uk ) - basemap

Photo - basemap

Spookinmear - basemap



..and anyone I missed. ;)



================================================================

"Stuk|maps"



Webby:

http://www.stukatto.pwp.blueyonder.co.uk



Stuk|maps mIRC mapping chat room:



Got a question, stuck on summit or just fancy a chat, pop in, theres is usually a few mapping residents lurking on hand. :)



You can logon to any Quakenet server and type /join #stuk|maps

================================================================



/=-=-=-=-=-=-=-=-

| -={DISCLAIMER}=- |

=-=-=-=-=-=-=-=-/



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.

As always I recommend using Anti Virus software on all downloaded material.



This map MAY NOT be decompiled and used as a base map for any other creation, without the written consent of the original author's (MY) permission,nor shall any part of this zip be used for commercial gain in any way shape or form.



However if you wish to distribute this map it **MUST** contain **ALL** the original files,that were present during the initial download,including in particular the readme file and must not be altered in any way shape or form.

It may be distributed in any form other than normal snail mail. ;-)



I reserve the right to modify these files in anyway,shape or form at any time, without warning.



=-/-==-/-==-/-==-/-==-/-==-/-==-/-==-/-==-/-==-/-==-/-==-/-=



"CTF_STUKMUN - ctf_stuk2" ©2004 Melvin "Stukatto" Miller - All rights Reserved.

"Star Trek Voyager ELite Force" ©2000 Activision Inc/Raven Software - All rights reserved.

All other copyrights and registered trademarks are acknowledged of their respective owners.



=-/-==-/-==-/-==-/-==-/-==-/-==-/-==-/-==-/-==-/-==-/-==-/-=

**Engage**


This file has been archived from File Front which shut down on April 30th, 2016 and would otherwise have been lost forever.

With help from the archiveteam.org and some former staff from File Front we have retained this file for prosperity. If you wish to claim this file as your own, or have any concerns - please email [email protected].