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Tusken Mod

Добавил: The DSystem
2007-06-23 22:06:00
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characters in the game. The model choices are at best unlikely - and downright bizzare - given their intended usages. Kyle and Jan are now Tusken Raiders, Stormtroopers are replaced with a cybernetic heap of metal which gave me a desire to sing the Transformers theme song, and Imperials are now various versions of Coleman Trebor. Other models used include Sebulba, Darth Maul, Royal Guard, and various other assorted Star Wars entities. Still, as bizzare a selection as it is, it's certainly different. With this mod, you start with the saber and maxed out force powers, thus removing many of the more fun elements from a large chunk of the game. Being godlike isn't really all it's cracked up to be.... The lightsaber is replaced with the Tusken staff - probably not the smartest choice, considering it cuts straight through robots whereas given the laws of physics, it shouldn't even leave a dent. >_> There's also a couple of other mods, thrown in for good measure. A jetpack mod and a TCK Saber mod for dual saber and twin sabers. Naturally, with most modifications comes bugs. 1. Don't expect to use first person view. You can use it, but you'll get glitches, due to the Tusken Raider model having... extremities coming out of it's head. Pipes, to be precise. Not only are they annoying, but they block out a large chunk of your view. 2. One of the more noticable model errors is the untextured parts on the Coleman Trebor variants, however, various other model errors include buggy animations, small mesh glitches, and minor deformations. One example is Darth Maul's nose doing the talking. 3. The roll move has been changed to JKA's "Butterfly" move. Even though this change is intentional, it's problematic to gameplay. This move WILL get you killed. A lot. Also, since there's no roll, you can't dodge effectively, and you can't prevent yourself from taking fall damage. 4. Kill the troopers on the balcony (near the start of Kejim Post) as fast as you can. Jan can now jump up there, and if she does, she won't get on the lift when you blow the door open. Should she have the opportunity to make that jump, use Force Push to knock her back down and hope there's no fall damage. 5. This goes for any mod, or even if you aren't playing a mod at all - the exploding machine in the first level must always be shot at. Not slashed, shocked, or detonated, but shot at. Destroying it via any means other than the Bryar or E-11 will result in you being kicked from the game. It's an interesting model overwrite pack, on account of the fact that it's so different. Still, between the slight bugs and the tweaks which increase the gameplay difficulty, it's probably wise to avoid unless you're after a challenge as well as some model overwrites. ~ Kouen
Hmm, I have to say, it sure didn't feel like this "greatly enhanced the gameplay of Jedi Knight 2: Jedi Outcast". In fact, it's a mixed bag. On the plus side, it does replace a lot of the
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