RavenGames News Archives
April 2004
First of all, no, this is not a map of Mos Eisley. So now that we're clear on that, on with the review. Mos Eisley Meanstreets, according to the author who dreamed up this little town, is just south of Mos Eisley and serves as an academy for mercenaries working for the Hutts. That said, what the hell is the Millennium Falcon doing there? Oh, and it's not just any Falcon, Several Sided Sid built that himself. Yup. You can even explore inside. The whole town definitely has that Tattooine feel to it. There's a bar in one area, what seems to be a warehouse in another area, and alleyways throughout. There's a lot to see in this map.  Unfortunately there's no bot support, nor any new textures. But he didn't really need to create any new textures for a map like this. My FPS was just fine and the map was fun even just to explore. I could see people playing all kinds of FFA on this map and even RPing (if that's something you do). The music was quite interesting. A friend of the author's took some well-known Star Wars themes and kinda did a remix just for this map. It's an interesting track. I do recommend you download this map and check it out.
Bot Support: No New Textures: No New Music: Yes Game Types: FFA, TFFA, Duel
Map reviewed and commented by AmosMagee!
Take a look at Jedi Knight Files. Back to top
"We love playing the counterstrike Italy, but the blue team always had the advantage in ctf. Everyone always said to us if we don’t like it, make your own map. Well here it is with both sides being equal our first map based on Italy, its like the red teams side on ctf in Italy on both sides with a dual train tunnel to cross with moving trains in them, if the train gets you it will push you into the wall at the end and kill you."
This map is a remake of Counter Strike Italy for Soldier of Fortune II adapted for CTF by BLAZE AND MASTER, you can check their website here at The Transatlantic Soldiers and download the map here at SoF II Files! Back to top
| Lalava Station for Elite Force | 1:44 by Col.J.P. |
Lalava Station comprises of two bases set straight across each other separated by a pool of lava. In a somewhat similar fashion to Reservoir, each base has a large pool of water in it's centre. From this pool are various entrances/exits cleverly separated by forcefields. Some of these forcefields allows gunfire through, while others do not (namely the forcefields that protect the entrance to the huge tubes connecting the bases). The top level of the bases consist of several bunkers and sniper spots. The flags themselves site right across each other leaving very little space for players to camp around in. A sniping platform above the flage uses small pillars to take cover with, but other than that you're pretty much out in the open.  The centre of the map, as said, has a large pool of lava for it's floor. The only ways across this are through two large tubes connecting the bases water pools, or through a small walkway connecting the top levels. The walkway converges to a platform above the lava that has shield and hypo giving pads. All areas of the map have locations as well, which is great as you can see exactly where you teammates are on your HUD. Though I don't know exactly how necessary it is because the map is quite open. I like the use of the rocks on the sides to break up the otherwise boring wall. Using the yellow coloured panels in the centre rather than the horrible gray ones was also a great idea.  The map is quite open and presents a number of challenges to the player. By using the water to move around, players open themselves to easy kills by the enemy. While it does allow for some cover (using the forcefields), the slow swim through it could prove deadly. But using the bridge to get between bases, while faster, is completely open to fire from all angles. Disintegration would definitely prove to be a pain on this map.
Overall, Gigon has put together a few interesting elements in the map, gameplay-wise. How the map will really play out, I'm not too sure.... give it a shot and see
Bot Support: Yes New Textures: Yes New Sounds: No New Models: No
Check it out at Elite Force Files. Back to top
Jedi Enclave is a map that has a lot going on with it that just seems very unexpected. I can't say I understand the rhyme and reason to this map, but I suppose it works.
The map is very open outside and just huge. The most positive thing I can say about this area though is that it makes a great map for practicing your strafe-jumping (circle-jumping). I did see a few places that had some z-fighting and the textures are just so repetitive. I don't quite understand the cavern-like area off to the side, but ... um, okay. *shrug*  The main focus of this map is the actual enclave. Below ground is living quarters, training rooms and offices for Jedi. The first room I entered down below had a funky HOM (Hall of Mirrors) effect going on. I haven't a clue whether that was intentional or not. The living area consists of several bunkbeds and a bathroom. The sinks are a little weird, and the whole areas is quite cramped, but I suppose that makes sense because they are below ground. What's up with no doors on the stalls though!? C'mon, give 'em a little privacy. Down the hall is what seems to be just a small room with a shallow hot tub. There are three very tiny offices down one hallway. And then there are the training rooms. One is a very small wooden floor, while the other is a bit bigger that could handle more than one duel. The most interesting part of this whole map is the room with the moving platforms. It's like a little puzzle you have to figure out while jumping from each platform to the next. Then there's a hidden council room.  Is this a great map? No, not really. But it's a first map, and the author at least proved that he can do it. Now just hone your skills and make more maps! There are no new textures or bot support ... nor is there new music. But like I said, it's his first map. Good job.
Bot Support: No New Textures: No New Music: No Game Types: FFA, TFFA, Duel
Review by AmosMagee.
Go get it at Jedi Knight II Files. Back to top
It's not exactly a secret how I feel about ShroomDuck's map Bespin Fight Club. I've never really liked it and I suppose it's because I didn't really know what the purpose of the map was when I first played it a year and a half ago. It never occurred to me that the map was a tournament map and was intended to be played as such. And I was just FFAing at the time. So I was annoyed with there not being a lot of space for dueling or just FFA. I don't dislike it now as much as I did before. My favorite things about Shroom's maps are how much fun they are and the irreverancy of the themes and textures he uses and creates. So when Shadow released Bespin Fight Club 2, I had to review it.  The familiar textures are present, and the basic layout is the same, but there's a lot more in this map to keep you interested. There's actually a bowling alley in one area and I'm quite impressed that Shadow pulled this off convincingly. (And a Coke machine with Fanta! Which isn't all that significant but reminds me of all of the commericials that we made and um ... yeah, never mind.) The slippery bar is there, and so are the destructable tables. On the roof is an area where the names of MsR members were added, which seems to be a bit of a tradition now for TMBJ/MsR. There aren't many guns (and maybe only the one, I think) on this map, but on the roof you'll find a Disrupter and you can practice your aim on targets on the other side of the roof.  Okay, so there is a secret area, and no, I'm not telling you where it is. You have to hunt for it yourself! Of course there are custom textures in this map and they all look great. Someone else who tested the map told me there was a bit of z-fighting, but I don't recall seeing much. Overall, it's a fairly solid map. The music choice is great, a track by the Pixies, which also sticks to the theme/tradition. The only thing I wanted and didn't get out of this map is for the bowling alley to actually be playable. I ran all over that room pressing my use key up against any and every thing. But oh well, we don't always get what we want. I enjoyed playing this map and I wouldn't be surprised to see it show up on several JA servers. Great job, Shad!
Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA
Comments and review by AmosMagee.
Take a look at Jedi Knight Files. Back to top
| Expanded Sea Temple for Elite Force | 4:04 by Col.J.P. |
Expanded Sea Temple (or CTF And1XP) adds a whole new level to the classic CTF And1, literally. Some of the new updates to And1 include the addition of a level at the very top, a different centre area, and changes to the bottom level of the bases. The flag has been moved to the topmost (new) level, and in its place is a staircase which takes you up to this level. At one side you'll find the flag, but there are also two exits/entrances that lead out to the centre. The centre itself still has the bridge inbetween, though there are extra passage right under it that lead inside the bases. Above the bridge is another of those 'holes' that lead up to the top-centre area. The bottom levels no longer have that platform in the middle (where the forcefield used to lie). Instead it is all open with steps that lead up to the platforms on the side.  The new additions work well with the old map. Catalyst has used objects from the old map and added them to the new locations to make them feel like they belong with the rest. In some cases there is a sure improvement to the map by increasing accessibility to the bases. However, I was a little put off by the changes to the bottom level of the bases that make things a bit easier for attackers to get to the flag. Namely the addition of the two jumppads that take someone from the very bottom right up to near the flag. This kind of makes the rest of the map redundant and leaves things too open for a defender to work with. Perhaps they should have thrown the player to the two small balconies near the flag staircase, which atleast leaves some work upto the player to get back to the flag level.
Whether you hate/love And1, I think you should at least check out this map, it may just interest you!
Bot Support: Yes New Textures: Yes New Sounds: Yes New Models: No
Check it out at Elite Force Files! Back to top
When I first got in the haunting noises were superb, the room was plain but the fact it sounded like a true horror game seriously added to the atmosphere; thank god I have control of my bladder! The next room I went to was an outdoor area, a half destroyed room where it was raining and it felt good; by that I mean it felt like it should, run down house broke apart by age and weather.
 The main bulk of the house is corridors (those are quite large corridors btw) which are very dark and damp with the occasional flickering light (nice touch). The bordered up windows and doors along with the various broken object and sharp corners really do give it that horror feel which helps you forget about the fact that in decor this house is somewhat lacking. There was one place that really was cool, I won't go into it fully but put it this way...just because it seems like it's a corridor that you can walk down does not mean you can walk down it....falling however is a much faster method. Oh and if you're scared of small spaces avoid this place! Solidary confinement is not a nice place.
 I suppose I should now point out it is infact more of an asylum and if walking past those torn down doors on cells don't freak you out...you're on a par with George Bush for reaction and intelligence! One think that puts me off this map is the fact teleporters move you from place to place through doorways which I don't think there was need for.
New Sounds: Yes (+Music) New Textures: Yes Bot Support: No
Map reviewed and commented by WadeV1589.
Go get it at Jedi Knight Files!
Back to top
Owl City is one of those Jedi Academy maps that I think you either love or you hate. I happen to really like it. It's, of course, a city and there are so many great details. There's a park in one area with lots of trees and foliage, benches and lightposts. There are bus stops with a map and a sign. Phone booths all over the place. There's an arena for matches with plenty of seating for spectators. The subway is just great. Down below are turnstyles and benches and phones. There's a parking lot with several vehicles parked, and a booth for the parking attendant. The police station actually seems to be the disco. LOL And there are just so many details everywhere. The map looks amazing and there's so much to explore. You can even find a swoop in an unexpected area and take it through the streets of the city to look around. My only issue with this map is the FPS. There were some areas I was getting only 25 FPS. So this is going to be kind of sluggish on some systems. The textures are great and there are so many great details, even down to the grates you'll find in the streets here and there. But this kind of map isn't for everyone. It is a bit large, so it might be difficult to find your way around, or find someone to duel. Anyway, I like it. Good job!
Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA
Map reviewed and commented by AmosMagee.
Check it out at Jedi Knight Files. Back to top
| Final Fantasy X - Auron v1.0 for Jedi Outcast | 0:52 by Col.J.P. |
As I have often admitted, I know nothing about Final Fantasy. Even though I'm recently quite addicted to FFXI. So there's this guy in FFX named Auron, apparently. So I Googled the name and found a picture to compare it to this model that was based off of Kyle. All I can say is ... wow. This is a very impressive model considering how much detail there is on the character. If you look at the third screenshot there, you'll see that I took pics of the sides of the model as well. The author even included that jug at the side that's being held by a colorful beaded string. The clothes seems to be perfect and the face, hair, glasses ... all of it seems to be included.  And the author didn't leave out the other extras either. There's bot support, of course. And the team skins are just the default for red and then a blue version. And there are a bunch of new sounds. This is a great JK2 model of an FF character, even though the look is a bit cluttered and busy. Good job!
Bot Support: Yes Team Colors: Yes New Sounds: Yes
News comments by AmosMagee!
You can find it at Jedi Knight II Files. Back to top
| Lineage II: The Chaotic Chronicles Preview | 0:48 by Col.J.P. |
After failing to make an appreciable dent in the US massively multiplayer online role-playing game market with Lineage: The Blood Pledge, South Korean publisher and developer NCsoft is ready to give America another go. Though you may not realize it, Lineage is reportedly the world's largest and most popular online role-playing game, with more than a million subscribers. Lineage II launched in South Korea late last year and quickly established subscription records. Lineage II: The Chaotic Chronicle is the upcoming US release of the game, and it will include the first major new content update, dubbed The Chaotic Chronicle. As we've seen from our time with the beta, NCsoft hopes to make a serious impression with American gamers this time around.  Lineage II uses the familiar high-fantasy setting found in most online role-playing games. There are five playable races, all based on traditional high fantasy, including humans, elves, dark elves, orcs, and dwarves. Naturally, each race looks and plays distinctively different from the others. Humans are the most-balanced race, while elves are weak in melee but are lightning fast. Orcs are the "tanks" of the game, so they're slow and lumbering but are powerful in combat. Finally, there are the dwarves, who aren't quick or powerful. Dwarves can't cast magic spells either, but they are the only race capable of crafting items.  The character-creation system in Lineage II is simple and straightforward. Rather than have players make a lot of decisions early on regarding their characters--only to regret them later--players will only have to decide which race and gender to play and whether to be a fighter or a spellcaster. You can also customize your appearance by choosing your hairstyle, hair color, and face. After that, character creation is finished, so you can begin playing the game. You can have up to seven different characters on your account, each of a different race and gender, so you won't be tied down by having just a single character.
Written by Jason Ocampo, you can read this whole preview at Gamespot! Back to top
This is the 1.2 update of Naboo Hills by darthzappa: fixes all vehicle loading issues, and frees up some vehicle and npc slots as well. fixed spawn switches that would only work once, some new map detailing, and updates to vehicle files.
Large Outdoor map for team vehicle ffa, general ffa and duel type games. This map features customized vehicles included with the download package - the hailfire droid, a custom N1 naboo starfighter, custom sith speeder, custom swoop bikes, the stap speeder and other vehicles. In a Team FFA game the teams spawn in the far corners of the map at vehicle bases. (A Naboo hangar and a cheap imitation of a trade federation drop ship), where the brute force of the hailfire droid is tested against the precision N1 fighters.
In a FFA game, everyone spawns at the central gazebo area, where there are re-spawning tauntauns to ride to the other parts of the map. The map also works in duel and powerduel modes (the players spawn in the gazebo.) There are stations with health, guns and ammo throughout the map, and in the non-base corner are small landing pads which also have vehicle spawn buttons.
Take a look at PCGameMods! Back to top
| Indiana Jones Pack for SoF II | 2:39 by Col.J.P. |
Here we have a two map pack from Cardinal laurent -=S@M=- Aeris One supporting CTF and the other INF. The map is in the theme of Indiana Jones and is a must test. The maps will host 32 players and comes complete with the Indy sound track. Go download it now at SoF II Files and give it a go, read the readme for full instructions, a good edition to your ever growing collection of Soldier of Fortune II multiplayer maps! Back to top
| Starfleet Tournament Mod for Elite Force | 2:32 by Col.J.P. |
Starfleet Tournament is an annual intramural competition held by Starfleet. All participants in the competition are members of Starfleet. Starships wishing to participate in the games send teams to represent them, selecting the most athletic and physically fit members of their crews.
The tournament is divided into two separate competitions. The first competition pits starship crews against each other in a series of events, including 1-on-1 deathmatch, team deathmatch, and capture the flag. Losing teams are eliminated and winning teams advance up the ladder, with the top three performing teams winning tournament trophies for first, second, and third places.
The second competition pits teams representing homeworlds against each other. Each homeworld team consists of the top five most valuable players of each race, based on their performance during the first competition. The Earth team consists of the top five Human MVP's, the Vulcan team consists of the five top Vulcan MVP's, the Andor team consists of the top five Andorian MVP's, and so on. As in the first competition, the top three performing teams win tournament trophies.
The Starfleet Tournament Mod includes three Starfleet Tournament teams, representing Earth, Vulcan, and Andor. It changes several aspects of the game (including sounds, music, and interface) and replaces some of the weapons. It also replaces the holomatch detpack with the single-player detpack, and the holomatch grenade with the single-player grenade. And it includes sixteen Starfleet Tournament arena maps.
Also Included with the mod are two add-on paks: the Vulcan Weapons add-on pak, which changes the weapons not replaced by the mod to Vulcan weapons; and the Andorian Weapons add-on pak, which changes the weapons not replaced by the mod to Andorian weapons.
Check it out at Elite Force Files! Back to top
The only thing I didn't like about this map was that it didn't have any custom textures. Pretty much everything else was spot on -The lift, the architecture,everything Now, i spawned into what i think is the main area. It's a medium-sized room split up into 4 segments, with a lift goping down in the middle. Its very well made and my FPS was very good (even with 6xS antialiasing) I just really dislike the textures in this area - It all looks too similar. However, this is only my personal take on the textures, and I'm not gonna say its a bad map just becaquse I have grudges against base textures . Anyway, this area is set in a space-station kind of place, with energy shields barring you from the dangerous blackness.  Now, I would have been disappointed if this was all the map had, but fortunately,there's a lot more.In the middle of this floor there was a platform. No button pressing was necessary,all I had to do was stand on it and off it went. The cool part about this was that the ceiling closed in behind me like one of those typical'Star Wars' doors and when i reached the bottom, the 4 doors there automatically opened. Very Impressive So I had found another floor to take a look at. This was shaped like a cross, and there were 4 shortish corridors to go down, each with a teleporter at the end, As usual, the architecture was amazing and looked totally professional.I tried each teleporter in turn. I was a bit disappointed that there was only this one route to each area, as it falters the flow of the map a little, and makes it a little stressful to get between areas.  So, what did I find? Well, there were definetely themes to these areas - One was a desert-Tatooine kind of duel area,(complete with Rancors) the second was an icey-hoth kind of place,(complete with Taun-Tauns) the third was a grassy-Yavin area, and the final area I visited was the bespin-spaceport typed area, (complete with X-Wing and Millenium Falcon) All of these were well designed and easy to play in, although they all have very large flat areas with nothing in particular there, I can see this is for easy fighting and dueling, and not because the author couldn't be bothered.
There are no new sounds, which means I'm stuck with some boring Star Wars music and No new textures, which I've already mentioned, but the map is botrouted so you can play on your own if you dont fancy all this online stuff Overall its a VERY well designed map with some very cool features, great FPS and, only put down a little by the lack of custom textures, no new music and the lack of quick access to every area.
New Textures: No New Sounds: No Bot Support: Yes
Map reviewed and commented by Szico VII.
Take a look at Jedi Knight Files! Back to top
This is an amazing map for the original Elite Force. Its a sequel to the original Celestial Temple. The map itself is great in size, the lighting is just right, and the music literally rocks! The map comes with a DM version which is just one temple, this is great for some FFA, or Team Holomatch, but is mainly intended for assimilation games. The ctf version for it, is intended for Capture the Flag games. This version comes with two temples, linked together in a U shaped path. You can get to the other base, by going under the water, or jumping over the wall.
The map also contains a few secrets, I wont tell you how to get to them, but you can get a clue for one of the secrets from the readme file . These secrets are well placed and extremely fun once you discover them! The one thing that bugged me about the map is, my FPS went to around 40 while playing the CTF version. Although playable, it would be nice if they fixed it up. So, all in all, go on, download the map... right now, because its 100% pure fun, and is sure to be played in servers throughout the community!
Check it out at Elite Force Files! Back to top
| Final Fantasy VII - Midgar | 3:31 by Col.J.P. |
When it first loaded up I got a little shiver because I fell back into the good old days of Final Fantasy VII straight away...However before into the review, Szico what's going on when the map loads? The "has lightmap but no lightmap stage" errors are bareable...even though there's tons of them and the "untargeted target_teleporter" are numerous too! Then way at the top, func_train without a target. None of these errors will prevent gameplay just it doesn't look good to load up a map and see a console full of errors like that so for the next version they have to be fixed!
I spawned at the top of a tower (for those of you who know FF7 it's the tower when you're trying to get into the Shinra building and have to run up those several screens of ramp to find Barrett fighting someone at the top. I looked over and saw the Shinra HQ...this is absolutely amazingly done, if you spawn here go all the way back down and just look up (screenshot below) and you see this huge building towering above you which quite frankly I have yet to see done better before (FPS issues aside).  Next thing I noticed was the train pulling into the station, there's a bug with the window on the train as it lets you see effectively through the train to the platform behind...however due to the shine it's easy to mistake it as a reflection so in the end an error turns out to be a nice feature.
The old train yard is here too looking great if not a little dark, lots of little stuff to collect in there...I just wish there were some ghost NPC's or something to really finish it off! In fact....there's an idea, how about for v2 you get someone to model an enemy or two from FF7 and in certain areas if you walk around there's a trigger to spawn the NPC next to you. It'd bring in that uncertain battle feel that the Final Fantasy series is known for.
One area that is lacking in detail is the village, it just seems to simple and lacking, I know the FPS is already an issue but that area just needs more, it's too small and doesn't have the grime and atmosphere it had in the game.  If you manage to get up to the top of the Shinra building (and it's no easier than in the game!) then you'll be greated with several rooms taken from the Shinra Inc building; the top room is the office and there are some things that really needs to go...the user logos in there, those logo's just don't work in this map; remain true to the game and avoid advertisement! I like the computer monitors however with the screenshot of your PC on a FF website, neat little idea.
There are several open areas for fighting and it is of course perfect for sniping. Besides the FPS issues and those logo's I think this map has major potential; and I love the music choice, catchy to say the least!
Gametype: FFA, TeamFFA, Duel New Sounds: Yes (and cool music!) New Textures: Yes Bot Support: Yes
Map reviewed and commented by Wade1589.
You can find it at Jedi Knight Files. Back to top
| Arkanis last mod for SoF II- B.A.R.D. 1.3 released | 2:43 by Col.J.P. |
Here it is - B.A.R.D 1.3! BARD strives to pack in as many of your favourite requested features, leave out the crap you don't want, let you enable only the features that you want, and still remain under 5 megabytes. No flashy gimmicks, no stupid catchphrases, no false advertising.
B.A.R.D doesn't need any flashy screenshots, themes, catchphrases or clichés to sell the mod - the list of features alone should be enough to convince you of its benefits. B.A.R.D tries to pack in as many useful features into one mod as possible, leaving out all the crap you don't need, like useless maps! You can check here for the real comparison between BARD and the original SoF II 1.03!
Version v 1.3 Beta / v 1.3 --------------------------------- - Added Molotov Cocktail (model by Inc & Syn) - Re-Added Last Man Standing and Classic Capture The Flag gametypes - Added females skins to teams (skins by Fragger) - Extended team skins from 5 to 6 (5 male, 1 female) - Added female radio messages - Added Wave CTF gametype - Added Health/Armor Regeneration - Added Reserved names list - Added Admin list - Added a basic administration system - Added in a third person crosshair (g_thirdPerson 2) - Added extra scoreboard information - Replaced Mods button with a Demo button - Falling Damage can be tunred off - Create Server menu has been improved - Bot menu has been added - OICW animations speed up - Added RMG support for custom game types - Added Colombian_Chick to bots - Changed g_removeBotPrefix to g_removeBotSuffix - Fixed Team Kill damage showing up twice on the scoreboard - Fixed console message saying streak sounds could not be loaded - Improved mp_col1 waypoint - Bot skill is default from 2 (Amateur) to 5 (Soldier Of Fortune) - Maximum multiplayer maps displayed in map list increased from 128 to 256 - Added server download re-direction message - Changed wording of "you must be connected to the internet" popup - Minor fixes and improvements
And after this excellent release, its author, Arkanis, retires from SoF II modding to try his luck elsewhere: "After almost two years modding and being a member of the Soldier Of Fortune 2 community in some capacity, I have decided that it is time to move on to new and more exciting opportunities. During those two years, I have enjoyed my time in the Soldier Of Fortune 2 community, and met a lot of nice, interesting people along the way. Why am I leaving? To be honest, I just do not feel excited, passionate, or motivated enough to continue making mods for Soldier Of Fortune 2. I am currently in the process of planning a large-scale mod for Unreal Tournament 2004, or possibly Half Life 2. I hope that in the future I come across some of the old Soldier Of Fortune 2 stalwarts, and we can play one of my new mods(...)"
A great loss to all the SoF II community and good luck anyway!
You can find B.A.R.D. 1.3 at File Planet!
(Source: Planet Soldier) Back to top
| Four New X-Men Legends Videos | 8:12 by Neo |
Gamespot has released four new videos based on Cyclops and Marvel Girl (Phoenix), as well as updating their profiles on their expanding Handbook.
See here Back to top
| RavenGames.com sold! | 6:29 by RambOrc |
As of Today, RavenGames.com including all content and satellites was sold for an undisclosed amount. The happy buyer is Billy "Dumpster" Müll, private owner of a large gaming network. With his own words:
"This site badly needed a serious takeover. Control was too lax, people too free to post their opinions in the forums. Also, the news were too informative and there were too many content pages with too much info. Not a good thing for today's dumb surfers. Not to mention that people with political opinions different from mine were allowed to visit and waste good bandwidth. And there are definitely not enough ads and they are also not placed aggressively enough, they should disrupt the reading of a website. What good is a sidebar menu without irrelevant ads straight in the middle? I must make a lot of money from this site and real soon at that, I had to sell my half-finished Californian villa to pay this asshole."
Well that's it folks, I'm off for a Mediterranean cruise with my new yacht. See ya sometime on another website (maybe). ;) Back to top
The map at first seems to be huge, but if you learn its layout you realize that it is well suited for 10-20 players for ctf or even lower numbers of players for inf. Despite its big dimensions, combat is concentrated on points of interest and choke zones. The shortest way between the flag and the cage in the sewers, where it has to be brought to, is shorter then it seems. The map simply offers more freedom aside from the main routes and features a number of tactical relevant points that can be used for great advantage by a smart acting team. The number of possible tactics in CTF is quite high and well thought through. Since the beta version mainly the perfomance on low end machines has been improved by 10-300% depending on area.
Important note: Please set com_hunkmegs to 128 mb (minimum), see readme.txt for instructions. And as a side note you can notice that this map is part of the upcoming Agent Rez Mod for Soldier of Fortune II: Double Helix!
You can find at SoF II Files. Back to top
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