Anti-Terrorist TC
The Massassi Temple » Levels/Mods » Jedi Knight Mod » Anti-Terrorist TC
Description
This patch modifies almost everything in the game and makes it feel and play like a whole new game. This mod lets you play the original 21 missions with all new enemies and weapons. The enemies are all transformed into terrorists complete with bullet-firing, full automatic weapons complete with realistic sounds new .KEYs and better AI. Your arsenal consists of: Double Hk USPs (replace fists; only for SP) Hk USP SD, Hk MP5A3, frag grenades, Colt M4 Carbine, Hk MP5 SD3, Hk MSG90 Sniper Rifle w/working scope, C4 plastic explosives, and the Hk 21E heavy machine gun (all complete with their own photorealistic textures).
The zip file contains two GOB files: one for the LEC single player levels and one for non-LEC single player levels and all Multiplayer levels. It also includes new counter-terrorism themed BMs and Cogs that make weapon powerups give you more ammo so you can unload on your enemies without having to worry about the limited ammo. This will give you a way to enjoy the original game once again but this time with a faster, more exciting feel. Leave a comment so I will know what you want to see in my next mod.
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Youve improved sence the Arsenal Trilogy.
But the fists are now those double guns and if you go into third person with them they look realy weird.
Great level!
*NOTE* My suggestion is to not download this TC unless you like fast and annoying gunz.
but other than that its fine
P.S. Keep trying, if this puppy gets good sound it'll kick ass!
You totally forgot to have the Weapons Reload
I hope you take this into account,
AB_Legion_AB
(P.S. I really liked the New Characters, the Guns and sounds were pretty good.)
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Darkness will rule.
when will you release another one ??
I cant wait to see it.
AWSOME!
I LUV #3 AND #5!!!
IT WOULD BE BETTER WITH BIN LADEN!!
I luv killin!
BEST YET!!
u need a #2 ANTI TERRORIST
WARZONE Level
AND A BUILDING U HAVE 2 RETAKE!!
I WANNA BE A SOLDIER 2 SO THAT HELPED
A NEW GROUP O LEVELS WHICH R TERRORIST MISSIONS!!!!
AWSOME!!!
ITS WORTH THE 3 SMALL BUGS!!!!
I would appricate any response to my response; especially from the allmighty Chad!!!!
Kneel down before him; for he is master!
P.S. I can't download the dll files from the mod maker homepage. Does anyone know another site I could get them at?
best mods for JK. The only thing that would make it better would be a level where you get to find and kill bin Laden.:) I gave it a 9.
MUST KILL BIN LADEN. I AM MAKING A LEVEL WHERE YOU HAVE TO KILL BIN LADEN!!!
I give it a 10, the dual pistols, they're rare, I wanna make a mod with the type of dual pistol, dual bryars? dual Stormtrooper rifles...how about dual concs?
Otherwhise it was a great job!
Great new look for a somewhat tired game. I don't mind the graphics glitches here and there but do have some mechanization problems:
1. Dual .45s.
Waste of time because you don't get single-round take down which is competitive with the SMGs for good shooters low on bullets. This needs to be some .44 or 10mm Desert Eagle type weapon which makes a serious BOOM! And kills what it hits with a _separate_ ammo counter from all other weapons (i.e. you can use it reliably as a backup when the SMG runs dry). I would also suggest that you might give Fire-2 the both-at-once overkill option on some of the tougher aliens in the early rounds while Fire-1 gives you twice the firing rate on less hardy grouped targets.
2. Silenced .45. Same problem. If the 'suppressed = no reaction' kill method worked in terms of giving you longer lead time between first engagement and enemy shooters returning fire, it might be cool. As is, it's not worth it. I would go with a sawed off breakopen or pump shotgun given the choice with the ability to cover a LOT of people in a cluster. Alternatively, give us a Fire-2 grenade option which justifies the switch from two magwells to 1+explosives on a pistol.
3. HK MP5A3.
Not bad. It certainly looks hulking and impressive. Unfortunately, I don't get any real sense of kill rate differences between this and the MP5SD3 silenced version so I'm basically playing with a 9X19mm weapon for the sake of engaging armored targets /because they carry it/. I would prefer something bigger and meaner in a 10mm or better class.
4. Frag Grenades.
FINALLY a grenade that works! I would only add, again, that grenades should ideally be used in combination with pistols and that, if this is possible, I would like to be able to carry at least 8 such weapons to avoid early all-out expenditure problems (or give us more pistol+grenade dual loadups).
5. M4 Carbine.
Probably my favorite 'like it LOUD!' weapon, it is also one of the most frustrating in that secondary fire is full auto while on the SMGs it's Fire-1. By the time I get it, I am facing fully armored troops in some numbers which I cannot afford to take out at anything but very high rates of target servicing. As a suggestion, either up the kill capability of the weapon. Or add an M203 grenade launcher as Fire-2 and move Fire-1 to full auto as with the SMGs.
6. MP5SD3.
Probably the most missed element of a more modern FPS game in the Jedi Knight engine for me is the lack of decent combat sights and or a flashlight/laserdot effect to enhance CQB point-and-click. Such is what I would dedicate ONE version of an SMG towards fulfilling, if the code allows for it at all. This version looks a bit anemic with the built-in suppressor as well. I might shift to an older but more 'all the option extras' visually interesting variant with the silencer and light as discrete addons. I will say this, when I am playing late at night in 'quiet down out there!' mode, this is my preferred gun.
7. MSG-90 Sniper Rifle.
Same Deal: better battle sights please! I don't care if they are mounted on the barrel, above the barrel or whatever. Just make sure that I am not looking through faded-grey crosshairs on a non-functioning zoom when I REALLY NEED the abiltiy to switch from the scope to a quick snap shot on everybody still standing after the first shot.
8. C4 Mines.
STILL just next to being completely worthless. While I applaud your efforts to make the AI combat logic more aggressive in leaving their given patrol zones, the fact remains that nobody who is on their own has time to be placing antipersonnel demo in any kind of active combat zone. Indeed, explosives in all FPS should have two roles: Access Entry and Pursuit _Denial_ in a run and gun condition where you place the charge before going into an area where you know there will be pursuit. Since Jedi Knight doesn't do a very good job of arranging decks and hallway plans with sufficient symmetricity to let the player move out of plane with the threat and absolutely doesn't let you 'bypass the key' on heavy blast doors, the offensive option hardly makes sense and the defensive one is just too random (on a time delay/proximity basis) to be trusted. Particularly since the removal of the Conc and Rail Detonator leaves a big (LAW) gap in the arsenal on targets like the AT-ST and some of the alien gunners, I would prefer it if these weapons could be treated like cased ATGW of some kind. Something that you break open, fire and then discard like an AT-3 Sagger perhaps. Alternatively, it could be a little radio-controlled 'mouse droid' type device that drove up to the nearest threat like a mini-Goliath tank. But NOT A MINE.
9. HK 21E HMG.
First off, _nothing_ which uses the 5.56X45 round can /possibly/ be called a 'heavy machine gun'. It is an LMG or a SAW. Second, I would prefer an M240, M60D or FNMAG of some kind which legitimately makes use of the 7.62X51 NATO round. Call me old fashioned but not only does the higher lethality give higher confidence on armored targets but particularly with the rates of engagement on the M4 and it's slow trigger recovery, I cannot afford to be watching my ammunition counts on my two primary assault weapons. I would, /by far/, rather lose the sniper option because I ran out of common LMG ammo than be stuck downgrading to the SMGs because all my rifle caliber ordnance has been expended.
0. Saber.
Worthless, even on other Jedi. Grab some of the hack-and-slash routines from Shadow-X or...something.
OTHER IDEAS:
1. The flying whatsit (pteradactyls with stingers) need to go. Replace them with Cypher UAV which is a relatively simple shape to draw. The Probe Droids too if possible.
2. I am a big fan of UGV combat units. Is it possible to replace a character with a SWORDS/TALON weapons platform?
3. Less Camo is a Good Thing! In the game, at range, it just pixellates to the point where it becomes hard to tell if the target is even human. Single colors help
differentiate classes and make it easier to believe in PBA as hard inserts on the vest and limbs. That's why Lucas did it on the Stormtroopers. In some of the levels,
(Nar Shaddaa) it would also make more sense to have civillian clothed individuals in either leathers (punk) or 'generic middle eastern' garb.
4. It would be interesting to have at least /some/ of the scenarios play out as melee fights fights. Particularly the Tuskens back at the homestead with their unbelievable
Wookie crossbows. They don't have to have high hit points but a weapon like the Gamorrean Axe or a staff/pike of some kind, in combination with one of the Dark Jedi
fighting algorithms, would be very much more interesting for the way it encouraged a player to _conserve ammo_.
5. The human player should definitely be distinctive as is, he is too close a match to the basic Imperial for camo and whatnot. My preference would be for something like
the Future Warrior garb shown here-
http://www.rense.com/general72/soldierfuture.jpg
http://www.apfn.org/apfn/ho_soldier_21st2_010621_ss.jpg
http://federalvoice.dscc.dla.mil/images/040825pic/future_soldier.jpg
CONCLUSION:
Highly promising mod, deserves a little tweaking to make it fully serviceable. I would hesitate to call it a 'total conversion' so long as you maintain the same levels and the odd alien character as JK had originally. Build some maps based on the R6/Rogue Spear levels however and you will truly have a credible TC going for you.
KPl.