RavenGames News Archives
July 2003
This is a pretty good map for Elite Force. It lacks some details and good texturing, but it adds more to the gameplay. The map consist of two bases in wich the flags are placed. There are several ways to get there: using the underground tunnel, using the train or just walk over: Also it is possible to walk over the train rails. But you can get shot there easaly. This map has BOT support, although the bots won't use the train.
Get it at Elite Force Files. Back to top
| Titanium Weaponpack for SoF II | 0:21 by Col.J.P. |
Here we have a great skin pack made by Grimreaper. It is a black and red titanium pack that includes m509, ak74 and the m4 worth the download so add these enjoyable skins to your collection rigth away! Developed by Gr!mmR3@per, you can find it at SoF II Files. Back to top
Sithrouge brings us a very nice departure from the reborns, BloodMerk. It comes with 2 variations, 4 and 5. BloodMerk-4 has a very nice usage of Lee Wright's Chrome Shader for his armor. It comes off really nice - and the BloodMerk-5 skin is the same, albeit without said Shader. Unfortunately, Merk-4 is the only one who has team colors, but it's not really noticeable (as I said, Merk-5 has red armor, and looks exactly like Merk-4). All in all, it's a good reskin of the reborn. It's a little wierd, and also a little original, which is good. It's good for breaking the mold of reborn reskins we have seen lately, and does its job. (news comments by Chrono)
You can find it at Jedi Knight II Files. Back to top
| CTF Watersniper2 for Elite Force | 1:15 by Col.J.P. |
The map is a sniper map with some hanging in the air pads and ATAT. The author made the bases dreadnougth, but it's not scary it looks nicer that way. The map has plenty water.It's pretty open except for the under ground with secrets. You can't sniper in the tunnels though, but you can sniper in the big room. Added one bad secret(means you die in it) to the map and there are two more good ones. Hard to find the first one.  Improvements and changes:
-Lighting... Most of it remaided the same but in some places changed the lighting to be color full. - Weapons and shields...changed all the weapon arrangments entirely. Generaly made less weapons since the author had some complains that the map had too many weapons. - THE MAP!Added an underground tunnel from the base room to the middle of the map on both sides. Also there is an entrance to two small rooms there. One of the rooms leads to a huge room. It's great for sniping and fighting a small battle but you only have so much time because the room is filled up entirely with water so you only have seconds before you start drowning. The room has a invisibility cloak and a shield. But it only has one transporter so your going to have to fight for it!
Take a look at Elite Force Files! Back to top
| Random Scopes (v2) for SoF II | 0:53 by Col.J.P. |
In search of the perfect scope and crosshair design for Soldier of Fortune II, =A&D=Random Bullet made an improved sniper scope with =A&D= logo bullets along with 4 new crosshairs: This one is a very cool file that everyone should have, so grab it straight away at SoF II Files! Back to top
| Jedi Knight: Jedi Academy Preview | 0:46 by Col.J.P. |
"After the success of Jedi Knight II: Jedi Outcast, it seemed inevitable that the popular first-person shooter series set within the Star Wars universe would continue in some form. We had our initial chance to see the latest game in the series -- Jedi Knight: Jedi Academy -- a few months ago at E3, and we were recently able to spend some hands-on time with a few newer levels thanks to a recent LucasArts press event in San Francisco.
One of the biggest changes in store for Jedi Academy is that you won't be playing mercenary-turned-Jedi Kyle Katarn this time around, as in the previous three installments (not counting the Jedi Knight: Mysteries of the Sith expansion pack). Instead, set a few years after Jedi Knight II, you play Jaden Korr, a new trainee at Luke Skywalker's Jedi academy. Kyle Katarn isn't totally absent, however -- he'll play a mentor of sorts, and even accompany you on some missions.
Another interesting twist is that you'll be able to customize the lead character to a great degree, something rarely seen in first-person shooters. The purposefully ambiguous name of "Jaden" allows you to play as either sex, choose from numerous races, and you can also customize your character with various facial features, different clothes and other options. Your new character translates to the multiplayer modes of the game, so you won't have to worry about seeing dozens of identical characters on every server."
You can read the entire preview at here at GameSpy. Back to top
Chairwalker brings us another great model that all of our female fans will enjoy, Do you get any sleep? Mandy is a female Mandalorian that has two versions one with the helmet and one with out, both versions have full team support. The default skin is gray with green accents and shiny silver armor. The team versions change the green accents to red and teal blue for their respective teams. The version without the helmet has brown hair for the default and red versions and the blue has blonde hair.  Chairwalker makes some great models but as of late the skins haven’t been up to par with the models. This model is no exception; the armor looks very bland and the face are based on the Tavion model. I like the model and its great to see more female models and skins but as I mentioned with the Cloud model you did try and get some of the JK2 communities skinners to lend their talents. Any way another great model keep up the good work. (news comments by Maddog)
You can find it at Jedi Knight II Files! Back to top
“The story of a High School boy named Sho, who while up in the neighboring countryside one day with a friend, finds a large mysterious disc. As he works to figure out what it is, it attaches itself to his chest. At the same time, two large humanoid 'things' come looking for it. Sho reemerges to save his friend, now donning an armor suit like the monsters he's fighting.”
After looking back at a few recent submissions, I’m beginning to feel like its national cybernetic ninja skin month! Regardless we have a new treat from Darth Algar. He gives us his skin titled “The Guyver,” from what I perceive to be a largely popular anime TV series. Tough looking armored plates similar those found on “gray fox” cover the entire body like suit. The eyes look very nice with the glow effect. There are 4 varieties to choose from as far as color is concerned plus team color support. Nice job! Aside from red and blue skins, there are light blue, a sort of teal, black, and gold. All of them look great and have different colored glowing eyes. This skin also has custom synthesized sounds and a custom taunt. Bot support is included as well.  This is a great skin in my opinion. It has everything a skin needs and is error free. It’s a lil hefty sitting at about 3.5 mb, but well worth it. I can really say nothing more except check this one out! Hope to see more of your work Algar. Best of luck to you in future skins. (news comments by Prom)
Take a look at Jedi Knight II Files. Back to top
This is a good atempt at making a good CTF map. The only problems I can see is that it's to dark and the BOT's will let you see where the "secret" place is. I was wondering why bots were falling into the void when they got the flag but then they suddenly beamed away. I followed them and TADA, a secret room. In my opinion a good CTF shouldn't have secret rooms. They get to often used because of the things you can get there.
And when I was playing the map I got a lot of red warning texts. It seems that a lot of Func_breakables are not set up properly. Still this map has a nice concept.
You can find it at Elite Force Files. Back to top
| Caves (1.2) for Elite Force | 0:30 by Col.J.P. |
This is the improved version 1.2 of the Elite Force Caves map. It was developed by Steve Robberts with new improved bot support, removed unused tunnels and added some new ones! It also features a "trap", a forcefield which can be activated by shooting a button. That's all that has changed over the other versions.
You can get it at Elite Force Files. Back to top
After exploring this map, the first thing that I was reminded of was the End of Time map. It seems that Striker and Crangbor were trying to go for the same idea, but unlike End of Time, there's nothing that really ties these many rooms together. In one room, you find yourself surrounded by large boxes - which might prove fun to duel in a few times. The next room I moved onto was so dark, I could barely find the floor. And considering the sky textures didn't match, I felt like I was looking at a painting of a planet. =/ The area with the yellowish fog and the giant wall with a slope was an interesting place and would be good for a decent sized FFA!  It's an interesting concept, but it's been done before. And without some visual appeal, this map proves to be very boring. It doesn't even seem as if the flow of an FFA was considered. When you take the stairs up, some you can climb without difficulty, others you have to jump. Grrr. The one room that would've been my favorite was much too small and had a slope that you could see under (with a missing texture, to boot). When you're teleported into the room of water, you try looking for some way out, but really it's all about trial and error, so plan on dying a few times before finding the secret. For a first map, not bad, but leaves a lot to be desired. (news comments by ~AmosMagee)
You can find it at Jedi Knight II Files. Back to top
As a Necrodome fan just found out, Necrodome can be played in WinXP after all (previously users reported "a huge delay between the key pressing and the response from the game"). All you need to do is to open NECRO.CFG and look for following line:
(>SVGA 1)
Change it to
(>SVGA 0)
and you're all set. Though the graphics quality will suffer, at least the game is now playable (no more delays between key pressing and game response).
Special thanks to Psykomanius who discovered this and posted the solution in our forums. Back to top
Another good map made for Jeel SpecOps by R_M and it's just Multiplayer SoF II in a Kamchatka spirit... The map supports CTF, TDM, INF, DM, Elim and DEM but it is mainly created for the Nuke gametype (part of Jeel's SpecOps 2.1)...
You can find it at SoF II Files! Back to top
| Train Market (2.0) for Jeel SpecOps 2.1 | 0:40 by Col.J.P. |
This is the second version of the Trainmarket map for Jeel SpecOps mod! In this update there have fixed bugs and some other stuff. There is an advertising add for JeeL SpecOps MOD in the game because this map is going to support his new upcoming gamestyle: Nuke! The map supports CTF, DM, TDM, ELIM, INF and Dem but it is mainly created for the Nuke gametype of Jeel SpecOps 2.1. It was developed by Berre and in his own words: "Added more texture details, also added gamesupport for Demolition and longer spawnprotect area on blue side. A way to get on the roof at the blue flag was implemented and a new tower at the blue flag from celler..."
See it for yourself at SoF II Files and I hope you like it! Back to top
| FFA Rage for Jedi Outcast | 0:25 by Col.J.P. |
Perseus' latest creation is quite the mixed bag. A small lobby greets visitors who enter from the large pad outside. Walk through another door and you'll find yourself in a larger lobby with a few paths to take. Turn one way and you'll find yourself in a dark, low-ceilinged council room. Take another direction and you'll enter a low-lit bar with pictures of Sith galore and a few Jedi thrown in too. Upstairs is a teleporter that will toss you into a pool, but swim over to the elevator nearby and you'll be lifted out of the water and onto the edge. There's a very large, industrial looking slide and three diving boards. Another teleporter upstairs will take you to a very dark dueling arena of sorts. There are two levels to the platforms and the large room glows by firelight. Walk into the fire at the side and you'll be transported to a boxing ring, complete with stands for the spectators.  Compared to his last map, Perseus' second attempt is much more balanced when it comes to the lighting. And the whole map has a very Bespin-esque feel to it, though some areas don't seem to fit well. Yes, Cloud City did have some industrial areas to it (carbon chamber), and so this map is consistant with that design concept. But there are other areas that remind me of the Jedi Academy maps, for instance. Stone and wood textures. That just doesn't seem to gel with the look of the rest of the map. There are some clan elements here and there, which makes it seem like a clan map, but minimally so. Will I be adding this map to any of my server's rotations? I dunno. The pad would be great for FFA's and those who just wanted to play around have the pool. Duelists would make their way to the boxing ring and the glass platforms. So, I suppose this is a balanced map for gameplay, but it is a tad small too. I'd say it's a great improvement from your last map. Good job! (news comments by ~AmosMagee)
Check it out at Jedi Knight II Files.
Back to top
| Jedi Knight: Jedi Academy Updated Impressions | 14:00 by Col.J.P. |
Jedi Academy's gameplay stays true to the action adventure style found in the previous Jedi Knight titles, though with some hefty upgrades. For instance, you'll have more options to play around with when it comes to combat. The lightsaber combat has been expanded, allowing you to wield a pair of standard sabers, as well as use the now famous dual saber. You'll have plenty of moves to choose from when using the assorted sabers. Aside from the basic moves, you'll also be able to use the saber like a boomerang, taking out enemies from afar, and we even saw a move that invloved two lightsabers being swung around in a circular pattern, essentially creating a shield. You'll have access to other weapons aside from lightsabers, including blasters, blaster rifles, Wookiee bowcasters, an Imperial repeater, and an electromagnetic pulse gun. There will also be plenty of Force moves available to your character, including a couple of new ones such as Force range and Force sight.
Another major facet of Jedi Academy is your ability to customize your own character. As mentioned in our previous coverage, there will be more than 2,000 different combinations of physical attributes you can assign to your character. The categories we saw today included multiple options for heads, torsos, legs, and clothing, as well as a variety of races. In addition to being able to customize your character, you'll be able to design your own lightsabers, using varying types of colors, designs, and gauges, ranging from light to heavy. Lighter sabers will be more useful in quicker, short-range combat, where as heavy-gauge sabers will act like broadswords and do much more damage.
You can read the whole preview at GameSpot. Back to top
| Jedi Academy: A Few More Questions Answered at JK II Files | 0:20 by Col.J.P. |
Michael Gummelt interviewed by AmosMagee gives some answers about the new coming Jedi Academy, the sequel to the awarded Jedi Knight II: Jedi Outcast:
As luck would have it, there's a guy working for Raven Software who has a special place in his heart for the mod community. Michael Gummelt, a Gameplay Programmer, has taken some time out of his busy schedule to answer a few more questions about Jedi Knight: Jedi Academy for us.
Q- Will JK2 models, maps and hilts be available for use in JA?
A-We were going to release a converter to convert JK2 models to JA format, but one of our programmers (Gil Gribb) decided to just make it so that Jedi Academy could load JK2 models, recognize they're from JK2 and automagically(tm) convert them to JA-usable models. So all downloadable player models from JK2 should work in JA!
Sabers should work too, plus modders will find they have much more control over adding lightsabers (using a new external data file for lightsabers - using the extention .sab, not unlike our .npc files for NPCs last game) and easier to add them to the game (it will find the .sab and automagically(tm) make them available in the menus).
JK2 maps should also load okay in JA.
Q- Even though JK2 models will work in JK3, there are more sophisticated JK3 models, right? Modeling for JK3, I suspect will be a slightly more advanced process, right?
A-Well, no, not if you don't want it to be. We did do stuff to make our models look better in JA: we raised the poly count, did higher-res skins (I think), added multiple passes in some cases (specular), added the ability to have multiple legs/torso/head models in one model (for the customizable player models), added clothing/skin tinting (for further customization), etc. But we kept the model format the same, so it should be just as easy to make models for JA as it was for JK2.
You can read the whole interview at Jedi Knight II Files. Back to top
| Jeel SpecOps 2.1 New Gametype | 0:11 by Col.J.P. |
A new version of the most realistic mod for Soldier of Fortune II out there was just released:"The main goal is to obtain much more realistic parameters and fun. Weapons weight, jumping, running, walking, crouching, health, stamina, the tiredness of the character, using scope, equipment, weapons parameters , modify your accuracy. Actually the Dynamic Accuracy System is active. Don't try to shoot while jumping , you have more chance to shoot birds than your enemy!
Now it includes a new gametype: Nuke! Two maps are ready for this gametype. Nuke gametype is the base for a more complex game in preparation! Difficulty is to turn around limitations of Raven soft code...
Features:
-This gametype include functionnality of demolition , infiltration and elimination gametype -The scenario is to be closest from real combat mission -For the blue team ( normaly marines) *Differents phase compose a mission , helico infiltration, jumping zone ...( not coded in preparation) infiltrate the enemy base, place multiple demolition C4 charge , only ONE charge at time must explode, search for secret documents goto extraction point, and also eliminate enemy team. *Team extraction by helico also in preparation. -For the red team ( terrorists ... etc ... bad boys !) *Defend the camp, eliminate blue team , defuse multiple bombs, steal bomb of blue team, protect briefcase ( red team can take the briefase and move it else where... idem for the stolen bombs) *Achieve mission for blue : eliminate all red team, or at least TWO demolition + one secret document stolen *Achieve mission for red : eliminate blue team , or defend document ( time out ...)
That's is the new gametype Nuke for SpecOps 2.1. You can find it at Jose Lebon Nouvelles Technologies! Back to top
This is a MP map-pack by MDN14/Spector for Jedi Outcast. In it are a duel map and 2 FFAs. The duel map, Arena of Fear, is a cavern with a small building and a large dueling platform. A red fog covers the bottom of the map, and much higher up is a black fog. Torches, statues, and rock groups adorn the platform. Temple of Fear is the Arena of Fear map with a large network of passageways, caves, and deathtraps connected to it. It reminded me slightly of the Temple level in Goldeneye for N64. The Shadow is a map of Spector's Danube class flagship, the Medusa. It has a cargo area, a hangar, a power room, and a control room. There are a few elevators and secret passages that allow movement between the levels.  The architecture and design in all of the maps was phenomenal. I enjoyed playing all of them, and was thrilled to find bot support. The atmosphere the music set conincided with the feelings I got from just looking at the maps. As usual, Spector has again impressed. We'll watch the future of this mapper with avid anticipation. (news comments by JEDIofONE)
Take a look at Jedi Knight II Files. Back to top
| Jedi Academy release date confirmed (?) | 11:25 by RambOrc |
JediKnightII.net reports the Jedi Academy release date confirmed as September 16, 2003. The more or less final box cover can also be seen below. Back to top
This a very interesting new multiple gametype map for Soldier of Fortune II developed by ALIEN. The main theme of the map are the Ecuador mountains and a temple with an underground passage. This map is quite big, ideal for Capture the Flag: Start SoF II, bring down the console and type "\map mp_ecuador", you can also select it in your skirmish menu by joining gametype ctf-elim-inf-gold! It has a new skybox, new sounds and new textures!
You can get it at rEdrUm's MDK. Back to top
In the middle of space floats a glass platform with ornate iron work underneath. On four sides and in the center are curved, twisted iron pillars, each encasing a blue laser of some kind. The center twisted iron mass rotates. The author's attention to detail does not go unnoticed, this is a lovely map. Though with music, it would feel more complete. My FPS was just fine and there's plenty of room for a duel. My only complaint would be the center twisting. Quite a distraction, or maybe just a challenge. (news comments by ~AmosMagee)
Take a look at Jedi Knight II Files. Back to top
| rEdrUm's Lair : Welcome to Alfheim! | 0:16 by Col.J.P. |
Finally, a new Soldier of Fortune II deathmatch map from rEdrUm in a long time. This one is based in the author's favourite Halls of Valhalla Rune maps, and the overall feeling of it leads you straight to it, although I died a lot more from falling than from fraggin'! You have a main battle arena surrounded by hallways and narrow passages, rEdrUm was specially concerned about FPS and gameplay in this incredible new map! Just a little word of advice, watch your step!
You can find it at rEdrUm's MDK. Back to top
| Australian Random Map (RMG) for SoF II | 0:12 by Col.J.P. |
An Australian version of the random maps in Soldier of Fortune 2 which includes custom textures, tree models and some new objects, such as windmills and water tanks. The Australian RMG currently requires a console command, or needs to be part of a map cycle to run. The console command for running Australian random maps is "rmgmap 1 medium 2 aus 3 day 4 ? 0".
This Beta 0.1 version includes:
* Australian trees and plants * Climbable gum trees * Australian textures sampled from real world textures * Wind mills * Water tanks
Chack it out at boodizm.net - SoF2 maps, mods & scripts! Back to top
| Mortal Kombat Duel Music! | 0:04 by Col.J.P. |
RithRamier brings us another fine Duel music mod. Mortal Kombat Theme replaces your duel music with the techno remix of the song. As usual this mod also replaces the music for the MP main menu. The track is 3:14 in length, a little longer then your average duel making the file a little larger then it needs to be.
The mod does exactly what it says it does and works well. I suggest this download for Mortal Kombat fans and all you techno freaks out there. As I mentioned above the file size could be a little smaller if the author trimmed the song down a little bit. Another great music mod, keep up the good work. (news comments by Maddog)
You can get it at Jedi Knight II Files. Back to top
| MW Clan HQ reviewed at JK II Files | 0:01 by Col.J.P. |
The Mandalorian Warriors Headquarters is exactly that. It's a map with offices and hangars and few secret rooms and pathways here and there. In the main hall, you have a few different doors to choose from. Administration will obviously take you to offices. If you opt to turn left, you'll find yourself in a very empty room, which after a moment, you'll discover is actually an elevator. :/ There are a few rooms dedicated to Squads within the MW clan, I'm assuming. One door you take will actually teleport you to a hangar that has a catwalk and two ships and one or two guns placed sporadically.  This map is definitely a clan map. It has the requisite offices and hangars. The MW clan logo is found everywhere - even as a texture on the floor in the main hall. Speaking of textures, the ones used in this map were so overused and boring. And the use of some textures that seemed like an attempt to break up the monotony of one constant texture just ended up looking very out of place. Lots of z-fighting can be found throughout the map, many of the elevators do not work properly and some of the ships weren't clipped right. The author has pointed out that this is his first map and this is the first version and that updates will follow. (news comments by ~AmosMagee)
Take a look at Jedi Knight II Files. Back to top
| Jedi Knight II Tournament | 0:40 by Col.J.P. |
Today in GameSpy Arcade, bust out the force powers and join the Action Wizards for a one-day tournament in Jedi Knight II. The sabers start swingin' at 4 p.m. Pacific, midnight GMT! Back to top
A news item sent my way by good ol' Widowmaker announces that the latest version of the PunkBuster client for SoF2 (upwards of v1.039, the latest version appears to be v1.041) has been released, and furthermore contains an implementation of "the new GUID Auth server built in to Raven's Cdkey auth system; GUIDs will be marked as (VALID), (UNKN) or (LAN) under the new system in the pb_plist (and pb_sv_plist) display". This should allow servers to prevent punks from getting around bans with fake or hacked CD-Keys. Additional commands detailed in the update are pb_sv_lanmask (for defining the mask of players who are deemed to be "on the LAN", and therefore not subject to GUID Auth checks), and pb_sv_guidRelax, which controls how PB behaves in regards to kicking for various GUID offenses. For more information about the changes and updates, as well as download links if you prefer to update PB manually, check out support at PunkBuster Online Countermeasures! (news comments by Reverend Ted)
(Source: Planet Soldier) Back to top
Psyk0Sith brings us another great model for JK2; some of his past works are Ki-Adi-Mundi and Yarael Poof for all of you who have been asleep for the last few months. This great model of an episode two character comes with skins from Inbredyokel and NeoMarz1. There are three default skins included. The Darkside version comes with a mostly black outfit with gray shadows and a pale colored skin. The main default skin comes with the same colored head with your traditional Jedi clothing. The last default version has more of a teal blue colored head with a lighter and slightly different outfit. The team versions change the color of the torso red and blue for each respective team, and the pants change to a purple toned pair for the blue version.  This is a great model with awesome skins and great sounds; all of this was compiled with a lot of help and great work from the JK2 community. If I didn’t mention your name in the review it is in the readme. I really can’t pick a favorite version of this skin, they are all so great. If you haven’t hit the download now button yet continue to do so, you will not be upset. Great job! (news comments by Maddog)
You can find it at Jedi Knight II Files. Back to top
Munera, or gladitorial games, as you'll learn if you play this single player game, was the most common and probably most loved event in ancient Rome. Most gladiators were theives, prisoners of war or slaves and would fight to the death for the entertainment of the Romans. In Jake Keating's "Colosseum", you play a gladiator, never before been in battle. A fellow prisoner takes her time to explain to you what you can expect and even the guard allows you to witness the bloody fate of two gladiators before you. Without even a few moments to really let what you just saw sink in, it's your turn to enter the enormous arena, packed tight with up to 45,000 Romans - all cheering for your death.  Having played quite a few SP mods now, I have to say that this is definitely my favorite one. The map, the characters, the scripting, the music - everything is just wonderful. And you can learn so much about everything around you. From what weapons were used by whom, to what duties were expected from the Roman Legionnaires. Unfortunately, the prison guard was Mon Mothma and my prison-mate who later helped me kill the Legionnaires, was Tavion. =/ I don't know if that was intentional or if skins were missing or something, but that did kind of pull me back out of the era and put me back into JK2. I would've loved to have had more of a story. Like maybe some background on some of the characters, especially my own. Like why I was in there, did I have family? Do that for other characters too - create a certain poignancy when you befriend them, go into battle, knowing they have a family waiting for them, hoping he'll win just one more fight so he can win his freedom and go home, only to be killed, fighting alongside you - er, I'm getting a bit carried away here, aren't I? Yes, well ... just a thought. *giggle* The only other thing I can say about this is - it's just too darn short! I want more! I didn't want it to end. I want to play more, learn more, see more. (news comments by ~AmosMagee)
Check it out at Jedi Knight II Files. Back to top
| EF Community Patch 1.3 Features | 23:42 by Col.J.P. |
Maps done under 1.2 will continue to work like they were. Only maps using new features will use them. Maps done under 1.3 won't work on 1.2.
New Items:
-Universal ammo item - One ammo for all weapons! But you can still use the old ammo items too, if you wish. -Portable Photonic Regeneration Unit - Get fragged while holding this item and you'll respawn somewhere else with all of your weapons, ammo, powerups, etc. You can also use it like a Super Medkit of sorts. -Hyperjump Boots powerup - Grab this item to jump about 3 times higher than normal for 30 seconds.
New Features:
-Bot Clip - Bots can't go thorugh this while players can. -Adjustable gravity - Ability to change either the gravity for the triggering person, or change the gravity for the entire map. -Rotating doors - Doors that swing open like they're on hinges instead of slide either left/right/up/down. -Dynamic music - Haven't heard much music in Holomatch maps. But this will allow you to change the music on-the-fly. -Easily edit door sounds - New keys in Radiant for changing default door sounds. -Easily edit plat sounds - New keys in Radiant for changing default plat sounds, and a new key to add a 'looping' sound for a plat in transit. -Trains hurt - New spawnflag in Radiant, 'crusher', for func_trains. -Triggerable trigger_hurt - Target a trigger_hurt with a button, trigger, etc. and you can toggle its on/off state. -Triggerable trigger_teleport - Target a trigger_teleport with a button, trigger, etc. and you can toggle its on/off state. -More func_usable options - Spawnflag to make a func_usable non-usable if it's targeted by a trigger, button, etc. -More target_counter options - Spawnflag to reset a target_counter entity after it's counted down to it's triggering state. -More trigger_push/target_push options - Spawnflag to make bots appear like they're actually making use of the Hyperjump Boots.
Take a look at Elite Force Files! Back to top
Michael B.K.A. cHoSeN oNe brings us the newest and final version of his mod. What wasn’t the last version supposed to be the last? Hmmm anyway on to the review. As always this mod is a server side mod and contains all of the past features plus more. Most if not all of the changes are for the admins and the person running the server. You can now ban a whole range of I.P. addresses, there is a new command that enforces the no force/no weapons even if terminator or empowered modes are on, there is a few new sound effects added to exploding body parts and the login of admins and much much more!
Updates from last version: · New IP Range Banning Admin Command ( mbanrange) · g_mAllowPowerups - Enforces the use of powerups when 1 or more (Except for ALL) force powers are disabled. · g_mDebugTerminator - Will enforce the "Saber Only" server rule and will allow no weapons other than saber upon it. · g_mDebugEmpower - Will enforce the "No Force" rule and will not allow empowered clients to have force. · g_mAllActivity - detects all activity by client when using the g_timeouttospec cvar, thanks Lee · bot_honorableduelacceptance - now available without cheats, default is enabled. · Spectator Followers can now be kicked, banned, etc. without affecting others. · mvstr - command that allows you to choose which map you want in the rotation, without disrupting the order. · mnextmap - executes next map available in rotation. · g_mAllowAdminMap - controls the mnextmap command usage. · g_mAllowAdminVSTR - controls the mvstr command usage. · g_mAllowTeamSuicide - allows clients to use the \kill command when in team games. · Added Thunder sound effect to admin & knight login. · Added Explode sound effect to the mexplode admin command. · Most default settings that were in academy.cfg are now hardcoded into mod for faster and easier configuration. · jk2logbackup.pl - this is a perl script for BSD and Linux servers only, designed to archive your games.log file weekly. (written by neoE)
You can get it at jedi Knight II Files. Back to top
Comic books have an ebb and flow in how they’re embraced by popular culture. Superman came out swinging decades ago in comic book form, followed by his DC compatriot, Batman, first in his comic, then in the 60s with the popular TV show. Then the two enjoyed respective renaissance in the 80s and 90s with well received movies that slowly got milked to the point that no one could take them seriously anymore. These days it’s the X-Men that are the darling of Joe Six Pack. With the comic gaining serious momentum in the 90s, followed by a successful animated series, and now two films that raked in ridiculous amounts of money, it’s no wonder game companies want in on this cash cow. We’ve seen some fantastic outings such as the Capcom fighting games showcasing these superheroes, to other not so endearing entries like X2 Wolverine’s Revenge.  Now Ravensoft is taking a slightly different approach to making an X-Men game, choosing to create an action RPG. Players will need to recruit a squad of mutants to take on Magneto who has figured out a way for the mutants of the world to rule over regular humans. There will be 15 different mutants available for players to recruit, with Wolverine, Cyclops, Storm, and Jean Grey. Hopefully Raven will throw in some interesting mutants to round out this roster, not just going the tried and true route of using incredibly predictable characters.
You can read the whole preview at The Armchair Empire! Back to top
| EFFiles.com Community Patch 1.3 Mapping Contest | 0:26 by Col.J.P. |
The goal of this contest is to provide maps for the upcoming community patch [4] for the game: Star Trek Voyager : Elite Force (EF 1.30). More precisely, maps that take advantage of the new features of the patch. The contest will last 6 weeks, from July 28 to September 8 (End date subject to change if deemed necessary) . Mappers will have to register themselves here. The registration starts on July 21 and closes one (1) week before the end of the contest, while the Submission [1] time closes on the very last day of the contest. When registered, the Mapper will receive a replay by email. On the first day of the contest (July28), the Mapper will receive :
- A link to the beta - A guide to the new features - A link to a definition file (.def) for EFRadiant and GTKRadiant - A link to a texture pack (Optional)
However, the Mapper is not bound to :
- Working alone. Team work is accepted and greatly encouraged. - The resources given. The Mapper can create new textures/models/shaders. - A set number of submissions. The Mapper can submit as many levels as he wants.
The Submission must use at least one of the new features of the patch. The theme of the submissions is undefined, but the Judges reserve the right to eliminate any submission deemed offensive or inappropriate. It is suggested that mappers optimize their maps to run well on systems that meet or exceed the system requirements of the original Star Trek Voyager : Elite Force. 'Space' themed maps are also recommended. For example, CTF_VOY1 or Face_Off. The Mapper must NOT use any (completely or in part) map created by RavenSoft and/or any other company; the content of the submission must be original.
You can get more details at Elite Force Files! Back to top
"Upon spawning, I immediately was drawn from the shadowed fringes to the brightly lit hole. I scrambled down the oversized steps to the object of the map's focus. In the middle, was a rough-hewn stone arch. Dangling from the underside of the top, and undulating softly, was a row of gray pennants. They whispered my name and beckoned for my approach. Mesmerized, I obeyed drawing close. Inches away, the gentle cloth transformed into swiping blades and I was killed, lying dead in a bleak abyss. I called for my resurrection, only to find myself again wrapped in the cold of the darkness I first saw. This time however, I knew the secret that left no survivors. And I would visit this upon the inferior intellect that bounced around me with foolish hostility. His deaths amused me, but I grew tired of the loneliness. Thus I saw fit to create a horde of them, to purge my blood lust. To purify myself from the darkness that infused my light being. And I was cleansed, returning to the good and light side that I was destined to serve."  This map is still beta, the author admits: "I know this map isn't really complete... but I didn't want to do any more work on it if no one was going to like it... so if you do like it, tell me!" Dude, if you're looking for a green light, I'm giving you at least 10 of them. Although the map is unfinished IMO (no bot support or music), I'd definitely suggest downloading this file. (news comments by JEDIofONE)
Take a look at Jedi Knight II Files. Back to top
| Id warns media over leaked Quake IV art | 0:07 by Col.J.P. |
An official statement from legendary developer id Software has warned both print and online media that the company will refuse to work with any publication which reproduces a number of leaked images of forthcoming PC first person shooter Quake 4.
The statement was issued jointly by id and publisher Activision, and refers to a large number of concept art images and renders which were released onto the Internet on Friday - allegedly after being taken from a company network by hackers, according to some sources. The company is also thought to have issued legal threats to at least one website which linked to the images.
"We do not know the source of these leaked assets," explains the official statement. "Please be warned that id Software has instructed Activision that we are not to work with any magazine which uses any of these assets. If any magazine does so, id Software will not allow any assets for id games to be sent to these magazines in the future."
Quake IV, like Return to Castle Wolfenstein, is a continuation of a popular id Software franchise which is being developed by a different studio (Raven, in this instance) under the supervision of id itself. No firm date for the launch of the game has yet been set, but it is not expected until Mid '04 at the earliest.
You can read it at Games Industry! Back to top
And again a new SoF II shopmap from *GSG*Snoopy! Its the singleplayer version of the shop 1, but its not an 1on1 copy the only thing I have taken from the original is the main hall and the outside part most of the map is changed: In its author words: "The map contains the ground floor and the first floor where you can frag your all! I hope that the map brings much fun and wish you all many FRAGS. This map is an extension of the original mp_shop1 map, but I didn´t really change the basic structure of this map, so you will recognize many parts of the original map. You will find many new features in this map and I hope, it will be even more fun than the original one."
You can get it at SoF II Files. Back to top
Capitalizing on what Pheen-e-Kass and others have done in the past, Blue.dl gives us a saber mod that changes the glow around the saber blades to achieve somewhat of a layered effect. Each saber’s color is enhanced by a different colored core. My personal favorite is the purple saber with red blur core. Nice looking with this effect. The blades themselves look clean and little bit slimmer to me than the default ones. This also has nice custom sounds. They were also cleaner sounding, as if the saber were “thinner.” Author indicates that included is support for “Tck Jedimod.” Nice effects and no bugs in testing. I like this enough to call it a keeper. Features new sounds and effects to the sabers! (news comments by Prom)
Take a look at Jedi Knight II Files. Back to top
This is a very nice detailed map for Soldier of Fortune II, your play area is inside a large warehouse, outside and in the roof space is also available for you to explore, loads of places to hide and snipe, so this map will entertain you snipers outthere, lots of stuff going on inside the warehouse, making it quite a busy place. The map supports DM, TDM, ELIM, INF and CTF game types, and will host 10+ players, a good addition for your collection and a good contender for F.O.T.W.! It was developed by *=ZX=*_ZeXeN_*-GB3 and its own words: "This map was just an idea ..again... After I started I then saw a map similar.. sorta.. but continued anyway... This has many hiding spots tho still stay's very open..welcome to all the snipers out there... Assualt Rifles plentiful... So Go hard!!!!"
Get it at SoF II Files! Back to top
| Duel Palace for Jedi Outcast | 11:26 by Col.J.P. |
A new duel map set in a palace hall environment. Plenty of duel room, and a good place for spectators. While the architecture in [fk]myth’s "Duel Palace" was relatively simple, it’s very attractive. Here we have a good duel setting on the ground level. There are nice platforms for spectators to watch with windows looking out to the bespin sky. (Good use of skyboxing) [fk]myth sealed em up with a transparent shader I believe so you can’t jump out the windows. One of the first things I always try .. lol. Anyways, there are mounted statues on the walls that add a nice effect. I would describe them as gargoyles of some sort. None the less they look great. I noticed no stray brushes while playing. Good job!  Really a mix of Bespin and yavin texture sets, this level looks good with the cracked floor and stone walls. . Some of the textures high in detail, some are not; this will only look good if your architecture compliments them, and in this case it certainly does. I would still have liked to have seen some more textures used with more going on, extra detail. Maybe I’m greedy. There were a lot of great contrasts between lighter and darker areas, and the architecture cast some dramatic shadows. (news comments by Prom)
Good duel map. It gets the job done and is worth a look. I say download it and see for yourself! Nice job [fk]myth! You can find it at Jedi Knight II Files! Back to top
Just received this message from DeMoN:
As digibattles is live since some weeks we have had more visitors and therefor also expanded our competitions. We now have the following tournaments running: SoF 1 : 5v5 Team of the map starting on 30 July 2003 SoF 1 : 2v2 Need some more signups SoF 1 : 32 Player tournament ready to go soon ! SoF 1 : Europe vs North America , getting a date for the battle SoF 1 : Summer Nations Cup , launched and open for signups ! SoF 2 : INF knockout , 25 signups ! ALmost ready to go ! SoF 2 : CTF knockout, 15 signups , 1 more and ready to rumble?
Go give it a try at DigiBattles Game Competitions! Back to top
| Elite Force Kill Tracker (2.0) | 0:12 by Col.J.P. |
This is version 2 of the EF Kill Tracker made by UberGames (a group of programmers who create apications for games, started by TiM and Phenix. The converter will convert your kill deaths, assims other stats fine. It just sometimes doesnt convert the varibles in the messages right so it sometimes screws up doing that.
"This version of the kill tracker has many many new features over the two previous versions (made by Phenix and TiM - independently). It features a disintegration counter, assimilation counter (as seen in Phenix's original version), ef minimizer, a ton of completely new Customizable messages. And this version uses less system resources than the old versions would have.
The kill tracker can run in silent mode, where only you see the messages, or in public mode (by default) where everyone can see the messages. It also allows you to turn the kill tracker on and off (as well as quitting the program itself) from in game. Now the UberGames team who developed this version (TiM and Phenix) had been listening to those people who don’t like the kill tracker, and we’ve added a brand new feature just for them. Its call "Shutup Kill Tracker" (or "Silence Kill Tracker" ) and what you have to do is in game type "!skt " replacing with the guy’s, who is using the kill tracker, name. This said by 5 different people will force the kill tracker, in question, to start running in silent mode. The only way the player can get it back into public mode is by closing the kill tracker and restarting it (so having to quit ef). - So don’t say it's just spamming software, we have given you the ability to stop the spamming!"
You can get it at Elite Force Files. Back to top
| Smaug's Lair for Jedi Outcast | 0:06 by Col.J.P. |
Cazor brings us a nice rendition of a dungeon (Smaug's Lair) complete with torches, piles of gold, and wonderful ambience set by the sound of crackling flames. He proudly presents it as both a Free-For-All and Dueling map, and the architecture supports both rather well. He shows excellent use of patch meshes (especially with barrels and pots of gold) and brush use throughout the entire level. Every inch of detail is consistent with the theme he is aiming for and I found myself hoping that I could skid down the mounds of gold. All in all, this map is excellent as far as theming and architecture go. I would have liked to have seen a larger area, perhaps with larger mounds of gold and other treasures to support the grand story as told above. If I were you, I would download this map simply for dueling only - as you will find the more people you cram into the tight spaces found throughout the map, the less fun it will be. (news comments by Chrono)
Check it out at Jedi Knight II Files. Back to top
Here is a really cool map were you can explore in and outside. There are loads of passage ways for you to chase people an frag 'em, plus there is a cable cart for you to hide in and ledge's outside for you to shoot down on people...interesting concept! It's a real fun map for 5v5 so it download now at SoF II Files and enjoy! Back to top
| Trade Federation Droid Control Ship | 0:04 by Col.J.P. |
Breath has created an FFA map of the Trade Federation Droid Control Ship from Episode I. When I first saw this map, I was reminded of LivingDeadJedi's FFA Episode 1, only because of the grandness of the map. This is an enormous map with many rooms and large corridors. The weapon placement does seem well thought out, except that since the map is so big, the weapons are very spread out and seem few and far between. There are some intersting shaders here and there and really the screenshots should tell you all you need to know.  Is this map visually appealing? Sure. I mean, it does seem a little bit bland because so few textures are used in such large areas, but it still looks great. The only issue I have with the map is with the spawn points in relation to the biggest area of the map, which would be the most likely place for an FFA. Then again, that is where my FPS takes the biggest hit, so ... yeah. It's a lovely map and would be best for gun FFA's, in my opinion. Beautiful work, Breath! (news comments by ~AmosMagee)
Take a look at Jedi Knight II Files. Back to top
| Jedi Knight: Jedi Academy Interview | 1:09 by Col.J.P. |
Game Gossip had an opportunity to sit down with Kenn Hoekstra (Project Administrator at Raven Software). He spills the beans on the Force powers to be included in the title and how many hours of gameplay we can expect to see:
GameGossip: Can you tell us who you are and what your role is on the JA team?
Kenn Hoekstra: - Project Administrator - Raven Software
GG: Apart from Luke, will there be any other celebrity guests, like Lando in Jedi Knight II?
KH: Chewbacca and Kyle Katarn are confirmed "guest stars," and there are several more faces you'll recognize from the films. Unfortunately, I can't tell you who they are. It's a surprise…
GG: What are the Force powers of the game?
KH: The Force powers in Jedi Academy are…Jump, Push, Pull, Speed, Sense, Absorb, Heal, Mind Trick, Protection, Drain, Grip, Lightning and Rage. Additionally, in multiplayer, you have Team Heal and Team Energize!
You can read it all at Game Gossip. Back to top
Bespin Streets (a.k.a. ffa_bespin) is probably the most-played map of Jedi Knight II: Jedi Outcast. So it's nice to see an extended version of this map. As you can see from the screens below, there are many more ledges, staircases, another pad and just more of everything. A pool is included in the shape of two letters you'll see throughout this map. And in the courtyard there's a statue of sorts, proudly claiming this Bespin map for the IF clan. Kind of tucked away is a little bar, Obi Tew's. In the same building, I believe, but many floors up is a council or meeting room. High above everything is a room specifically dedicated to DarthSidious, a member of IF. And finally, a very interesting addition is that of a couple of jail cells for those who dare break server rules! There are quite a few hidden areas too, but I figured I'd let you guys find 'em on your own.  My initial reaction to this map was like, "...meh ... more Bespin?" But after looking around a bit, you'll see it's not just more Bespin. L_A_user did give this map its own personality. Now, my FPS was not great here, but it probably won't be too bad for most of you guys. My only complaint about this map would have to be that the bright textures on the ledges, the streets, the pads ... y'know, all of that ... is just too bright white. It's kind of glaring. The music is a track from ESB, bot routes are included and this map supports many different game types. I'm not sure if this was L_A_user's first map, but if so, I have to say I can't wait to see what else you produce! (news comments by ~AmosMagee)
You can find it at Jedi Knight II Files. Back to top
Here is a very cool map for Soldier of Fortune II that supports DM , TDM, ELIM, INF, CTF. Its fun for about 8 people to have a blast but the more the better! The nice parts of the map have got to be the water and the tree platforms a very nice selection of surroundings with a cool underground cave and an incredible river beach next to a jungle: It was developed by *=ZX=*_ZeXeN_*-GB3 and in his own words: "This map was just another idea which popped into my head one day.. .and here it is! This map is much bigger than my other 2 maps'killchatka & urban death town' and I luved the idea of an jungle shore attack. Heli will only spawn in inf, and watch the shore bank on your freefall down into the sea!!!"
Check it out at SoF II Files. Back to top
Orbitius has created another clan map for Jedi Outcast, much like his first Outcast Palace map, but with a decidedly different feel to it. Outside is a very quiet wooded area with a stone path to the bridge that crosses over to the double doors of the palace. Once inside, you face three thrones and on either side is a door. One door will take you to offices and a meeting/council room, of sorts. The other door will take you to a couple of dojos and a large sparring room. By far the coolest thing has to be the hallway there, with the torches that are triggered when you walk by. There are a few other rooms throughout the map that are a bit more difficult to find access to, but the room on top of the palace is very nice!  Keeping in mind what this map was made to be, it is a great map. The textures are nice, the palace looks great and I especially like the dojos and Orbitius' office. The choice of music, a piece by Sergei Rachmaninov, is lovely and sets the mood for this palace that seems tucked away in the corner of some remote location. It's a place of peace and quiet and maybe meditation. Unfortunately, this is not a fun FFA map. It looks great and serves its purpose as a clan map with a few areas to duel, but I can't imagine adding this to my rotation. Overall though, it's a beautiful map and is definitely worth a download to just explore. (nesw comments by ~AmosMagee)
Take a look at Jedi Knight II Files. Back to top
| Diablo II Barbarian Version 2.0 | 1:21 by Col.J.P. |
Kevin Coyle brings us an update to his first model he made for JK2. Diablo II Barbarian Version 2.0 fixes a lot of the skin and model clipping errors with a more detailed model and skins. New taunts were added as well as team support, the shoulder gear and skirt change to the color of their respective team. The model looks a lot better then the original release and looks as close as it is going to the original model from Diablo 2. There is still a slight clipping problem in certain areas but hey no one is perfect. In the readme the author mentions a possible update to the team versions in the near future. This model is just like the rest of the author’s models; they are great and deliver the goods. (news comments by Maddog)
Check it out at Jedi Knight II Files. Back to top
| 50Calibur for Elite Force | 1:12 by Col.J.P. |
This is a medium deathmatch map, using a water style, for Elite Force. While this map show up some pretty nice idea, the use of this map is destroyed by a awefull gameplay. The ammount of weapons and ammo make this map, a simple photon duel. You have at least 3 or 4 photon launcher and the samething with the arc welder. While the map show up a good control over entities like func_rotate, func_train and func_bobbing, the poor quality of the sky make it bad. (Not talking of the black bottom of the skybox!) The map has no physical limit, which mean the water "floot" in front of the sky. The brushwork is also pretty plain. If the author did all those model, textures and shaders, it's a good work.
Take a look at Elite Force Files. Back to top
This is yet again another cool SoF1 type map made by ={ASJ}= Crazy (uk)! The map supports dm and tdm and is ment for all the snipers out there. It has lots of windows and hiding places for you to be a sneaky unseen sniper and rack up those headshots. So go on give it a blast and download it at SoF II Files. Back to top
| AP Clan Headquarters map for Jedi Outcast | 0:53 by Col.J.P. |
Meister brings us the official clan meeting map for the <{AP clan. APHQ map is your basic headquarters map with plenty of room for meetings with chairs, a few areas for dueling, and a lot of clan homage. The only pickups I noticed where in the dueling platform area. This is a very dark map with lots of statues and fire. This is a great headquarters map with the exception of all of the buttons to get into the rooms. There are two secret areas mentioned in the readme, I didn’t search to hard but happy hunting all. I like the darkness of the map and you cant go wrong with fire. Great map but if it’s a clan headquarters why release it to the public? (news comments by Maddog)
Anyway, you can find it at Jedi Knight II Files!
Back to top
| MW Space Outpost for Jedi Outcast | 1:32 by Col.J.P. |
{MW} Master Minnow brings us a map he made for the Mandalorian Warriors Clan. MW Space Outpost version one takes place in a space outpost with a few buildings and a lot of smaller sips surrounding the outpost. The one room which seems to be a sleeping quarters comes with four beds and a coke machine, there is a teleporter in this room which leads to a sniper rifle on top of a tower. There are plenty of pickups for an all out battle. This map has a few problems that hold this back from being great. First off there is missing textures, z fighting and this map dropped my FPS. Considering this is only the first version I hope to see these problems fixed in the next version. This is a fun map best of luck on the next version. (news comments by Maddog)
You can find it at Jedi Knight II Files. Back to top
A large depot located on the outskirts of Hong Kong. Terrorists are attempting to steal floorplans to the Hang Seng Bank Corporation. mp_depot is a Soldier of Fortune II infiltration map only, and was designed for competitive matchplay. This map supports a maximum of 24 players, however its recommended 6-16 for best gameplay!
Check it out at SoF II Files. Back to top
| Jedi Academy Questions & Answers | 0:56 by Col.J.P. |
The Force.net had the opportunity to send a few questions in to LucasArts about the upcoming game Jedi Academy. The questions were answered by Kenn Hoekstra, Project Administrator, at Raven Software:
TFNG: There have been reports that you will be able to choose roles to play, such as infantry, or demolitionist. Can you elaborate on this?
KH: In the siege multiplayer game type, there are several classes to choose from with different advantages, disadvantages and abilities. Each class has something to contribute in a given game, and some classes are required to get past certain areas on the various maps. Some classes will be able to hack open locked doors, while other classes will be able to re-supply and heal teammates. It should allow for some great cooperative team play as each class will be helpful in attacking or defending an objective.
TFNG: Can you explain the interface seen in the recent screenshots?
KH: On the left side of the screen, the green bar and green number represents your personal shield level, if any. The red arc and red number on the left represent your health. On the right, the outside blue arc and number represent your force power/energy. The orange number represents your ammo count for your in view weapon.. The inside blue arc shows what saber style you’re using…fast, medium or strong, represented by the darker arc/icon inside the arc. With vehicles and/or Tauntauns, the stats in the middle represent health or shield, weapon information and ammo levels.
You can read it all The Force.net Games. Back to top
| Unofficial 1.04 patch for SoF II | 0:49 by Col.J.P. |
This is the Unofficial Sof2 1.04 Mod from the developer of Mandown, many new features added and depending on the feedback from this first installment this is likely to be updated, so give this a try and lets have some reviews.
Some new features:
*Improved shotgun fix - 50% more pellets - default damage - default range
*Added option for 'very high gore' -Is actually more like default SoF2, its just that people have probably got used to reduced gore - spurting blood from dismemberments
Take a look at SoF II Files. Back to top
Here is a great map for Soldier of Fortune II that supports all gametypes! It can hold up to 32 playes but is still a brillant map for 7v7. The map has open space to have brillant shoot outs and it has many windows were you can throw nades and get stealthy kills from. A real great map thats worth the download you wont be disopointed so what yer waiting for go get it now! You can find it at SoF II Files! Back to top
| Jeel SpecOps 2.1 released | 0:35 by Col.J.P. |
A brand new version of the most realistic mod for Soldier of Fortune II out there was just released:"The main goal is to obtain much more realistic parameters and fun. Weapons weight, jumping, running, walking, crouching, health, stamina, the tiredness of the character, using scope, equipment, weapons parameters , modify your accuracy. Actually the Dynamic Accuracy System is active. Don't try to shoot while jumping , you have more chance to shoot birds than your enemy ... Take times , adjust your shoot, normally a maximum of 3 bullets is enough to stop your target , short burst is better. Don't forget that your enemy is well equipped as you!"  *3dview and First view. -Configure with the menu your favorite key to use First or Third view. -You can rotate this 3d view and reset the 3d view (three new bind key +yawL, +yawR, +yaw0 ). -You have also 3 camera position +cam1,+cam2,+cam3 , bind them manualy in cfg file. -This view give you more visibility, mandatory for the future of this game. -The crosshair is active , and disappear if you rotate the view. -If you reset the 3d view, the crosshair come back. -You can shoot in this mode view, your shoot is less accurate than in scoped view but game play is enhanced!
*Gametype: -DM, TDM, ELIM, CTF, DEMO, INF are supported and tested. ( since version 1.8) -BOTS are supported ( good in deathmach and elimination, no much in other mode) -PUNKBUSTER is supported and MANDATORY ( can not disable this feature) -SERVER mode runtime is supported and tested. -6 groups exist now ; Rifleman, Support, Sniper, Demolition, Heavy Support , Medic (to do) -Each group is equipped with different weapons, weapons are balanced between different role, by this way teamplay will be more realistic.
*In Future version : -New gametype, GHOST RECON mode in progress, in this game mode , each player can lead three team bots , each one has a role, you can choose between Rifleman, Demolition, Support,Heavy Support, Sniper,Medic You, the leader can switch of role between different members of your team. Give orders to your team bots and complete your objectives. -Different missions are in preparation.
Check it all out at Jose Lebon NouvellesTechnologies . Back to top
PK_Azlon brings us the second version of his Phantom Knights head Quarters. Phantom Knights HQ v2 is a medium sized FFA map with a bar, tons of pick ups a few traps and two good areas for dueling. The lab looks very good and comes packed with tons of ammo and weapons for an all out free for all. Watch if you fall from the duel platform, you don’t die right away: The author started planning this map when the game came out and it took him this long to get it right. I like this map this was made for people like me lots of ammo and traps. I suggest adding this to your rotation if you use weapons and like a good old slaughtering. At first I was annoyed with this map because I couldn’t get out of the bar, but playing around near the tables I opened the door. Download this map now but before you play it check out the readme. (news comments and screenshot by Maddog)
Take a look at Jedi Knight II Files. Back to top
| Headquarters of the Mandalorian Warriors Clan | 1:04 by Col.J.P. |
The Headquarters of the Mandalorian Warriors Jedi Outcast Clan. Here, the offices of The Geek and of () Nemesis reside. Also, the command centers of the Hawk-bat Squadron and of Krayt Dragon Squadron are located here. Multiple hanger bays provide defenses: Developed by Tim Underbakke aka () The Geek with new textures and new music, you can find it at PCGamemods. Back to top
A medium size HM map (Done for Tourney (1v1)) using the borg textures. Some people could think that with the "messy" textures from the borg that brush work don't need much work? Wrong! This map show up a really need brush work. and unlike many map out there, have been tested, tested and fixed. Try to find a bug or an error on this map! (A lot of people from the Raven Board tested it) This map is enough big to play with 3-5 players, and allow a quite nice gameflow. Probably one of the best maps released in the last 2-3 month.
Take a look at Elite Force Files. Back to top
| SoF2 : Double Helix -Weapon Mod (v 3.0) | 0:28 by Col.J.P. |
The Soldier of Fortune 2 Weapon Mod, is just as the name says; it's based around weapons only for Soldier of Fortune II single player. Players weapons, enemies weapons, emplaced weapons, you name it. The mod tries to keep a balance between realism and fun. Weapons are more like their original counterparts. Magazine sizes are more correct, damage, penetration and range is determined by the bullet, and so on. The mod also has new sounds, which have more "balls". No more small pops, a machinegun sounds like a machinegun. Not to mention the many new weapons the mod adds to the game.
New features:
-Many new muzzle flashes -Little tweaking to weapons -New sound effects -New weapon positioning on screen -Lot's of tweakin to the game
And much much more...Check it out at SoF II Files. Back to top
This is a cool DM map made by Microboz, it has building for you to explore and hid in, the map is also on the dark side, so playing hide and snipe should suit the snipers out there down to the ground. The map will support 4-8 players, any more and it will soon become over crowded. Overall a nice little map well worth adding to your DM collection!
You can find it at SoF II Files. Back to top
The cheats for the Xbox version of SoF2 are completely different than for the PC version. To accomodate Xbox users too, we've created a separate cheat page for their needs here. Back to top
| Jedi Academy mod support | 11:54 by RambOrc |
On our question as to the level of mod support in Jedi Academy, we got following answer from Raven Software: The degree of mod support we provide for Jedi Academy is still up to LucasArts and hasn't been decided yet. If I had to guess, I'd say we will release tools and an SDK and yes, modding it will be similar in nature to Jedi Outcast. We've switched from QERadiant to GTKRadiant for level editing, but they're essentially the same.
There are approximately 45 pre-made multiplayer characters, but there's also the custom character creator which basically allows you to create thousands more variations on the same characters playable in the single player game.
You can discuss this topic in our forums. Back to top
For the first time in a Jedi Knight series game, Star Wars Jedi Knight: Jedi Academy allows players to create and customize their own characters by choosing various characteristics including species, gender, clothing, and physical attributes such as hair and facial features. In addition, players can create a custom lightsaber, selecting from hilt and blade color. As apprentices progress in their training, different lightsabers will become available, such as the double-bladed lightsaber or dual lightsabers. While players will be able to accomplish more by using the lightsaber in Star Wars Jedi Knight: Jedi Academy, they also will have a variety of weapons - new and old - at their disposal including a blaster, blaster rifle, Wookiee bowcaster, Imperial repeater, and a Destructive Electro-Magnetic Pulse gun.
Check it out at Worthplaying. Back to top
Here we have a deathmatch only map for all you crazy sharp shooters out there! It has been set out a bit like Soldier of Fortune II deathmatch sniper maps and they were wicked! This map has lots of places to hide and even a cable cart: Developed by ={ASJ}= Crazy for the ={ASJ}= Clan, you can find it at SoF II Files. Back to top
Imagine if Kyle Katarn, after completely ridding the galaxy of the dark forces, and finally "finding himself", decides to join the local Mos Eisley chapter of the "Hell's Angels". Well imagine no more! MistaMM gives us "MistaKyle." This re-skin of Kyle attempts to give him that "bad to the bone" look. He's suited up in full leather, and sports some wicked sunglasses. This outfit looks good ... however I think that Kyle’s physical appearance in general makes him look a little too much like a pretty boy. The feathered hair, and perfectly trimmed beard makes me question him. In my opinion he needs the full beard and maybe a scar or some cuts. Something to say, this is "post bar fight Kyle" and not "Kyle goes to Wilson’s Leather" week. But i do commend MistaMM on the outfit. Jacket looks great and matches his pants and boots nicely enough to make big momma Katarn proud. I am curious about the "things" on the front of his jacket. They resemble flowers to me. Now don’t get me wrong I have my own delicate sensibilities, but once again I ask .. what are we going for here? Let's get away from pretty boy Kyle and slap some flaming womprats on the front!  A clean looking skin that sticks to the Star Wars genre is always going to win points with me. But to improve I think the addition of a "tougher" taunt would improve this skin overall. The included taunt cuts off a bit too early. Also adding team support is always a plus. If you're one of those jedi that’s into leather wearing bots ... well you're in luck! Here’s one to add to your collection. The file size is not large and that is a plus. Overall this skin is good, but it's definitely not a "must download." (news comments by Prom)
You can find it in Jedi Knight II Files. Back to top
| Bod_Assault for Elite Force | 3:11 by Col.J.P. |
Starfleet Long range sensor stations have detected an increase of tetryon radiation emanating from Sector 481. Subsequent missions to that region have determined that experiments in space folding technology have been taking place on an asteroid moon of the Zeta Omicron system by an unknown species. Minor incursions into this system have detected a generator capable of creating a field large enough for a starship to pass through. This poses a severe threat to the security of the quadrant, and to the Federation as a whole.
Scans of the field generator area have detected the presence of an extended base beneath the surface of the asteroid moon. The surface base of the generator is heavily shielded, despite the generators simple structural composition.
An assault force was assembled by the Black Operations Division to infiltrate, and destroy the field generator. This assault force will infiltrate the structure via a seldom-used landing platform on the far side of the moon.  BOD_ASSAULT is Angel Quinones official return to mapping: "This map is completely new. No PART TWO of anything I already have out there online. My clan decided to mess around with SPECIALTIES. Although the gametype was fun, I didn't really see the point of having heavy gunners, medics, and technicians running around with nothing really to do except frag each other. I decided to create a map that would give SPECIALTIES an actual goal. Here's how it's gonna work:
-Red Team starts in the Troop Transport Shuttle. The idea is to break into the underground, and find your way to the master control transport room. Once there, you can beam back up to the surface and attack the Blue Team's generator.
-Blue Team starts in the main cargo bunker on the surface. The idea is to keep red from destroying the blue team generator. So, Blue team will want to go to the underground level and ambush the Red Team before they get a chance to get to their side and do damage to the generator.
Also, Red Team must protect their way back to the Federation. The Blue Team has the ability to destroy the shuttle if given the chance. Red Team must also protect their troop transport. So, Blue Team must protect their Generator, while Red Team protects their shuttle. Both |