---- This map designed for the TeamFortress v2.65 quakeC mod ---- --------------------------------------------------------------------------- Title : 'The First Cobra TF Map!" Filename : cobra2c.zip Files : cobra2c.bsp -> goes in your maps dir disc1.mdl -> goes in your progs dir disc2.mdl -> goes in your progs dir all wavs -> go in the sound\misc dir ---------------------------------------------------------------------------- Author : CC-Incinerator Email Address : monkyman@home.com ---------------------------------------------------------------------------- Description : A TeamFortress v2.65 Quake Map Check out the TeamFortress homepage at: http://www.planetquake.com/teamfortress -----------------------------= Play Information =--------------------------- This map does not work properly without the TeamFortress v2.65 QuakeC patch, which can be downloaded from http://www.planetquake.com/teamfortress or from ftp.cdrom.com Single Player : If you're really really bored Cooperative : No Deathmatch : No TeamFortress : You think? Difficulty Settings : No New Sounds : Quite New Graphics : Of course New Music : No Demos Replaced : No ----------------------------------------------------------------------------- -= Construction =- Editor(s) used : Worldcraft v1.5? QBSP256C [I now hate qbsp passionately.] Light.exe RVis - this map is NOT vis'd for transparent water Why? No need, it'd ruin the effects. ----------------------------------------------------------------------------- Known Bugs : I hope you have 16mb RAM or you might as well stop reading right now and get another map. :/ -Also it IS possible to get stuck behind the buttons in the infocenter..but I don't feel this is worth recompiling the lvl to fix because it's almost impossible to get stuck back there unless you try to. Build Time : 1.5 months QBSP - 45 minutes roughly. LIGHT - 10 minutes roughly. VIS - 40 minutes roughly. GLVis'd : *NO* ----------------------------------------------------------------------------- Grapple : I think not. Build Machine : P233 128Mb RAM.. Canopus Pure3d, other stuff I may not have been told ;) Tested With: : P200MMX, P233, Quake, and QW. [should run fine on a P90] Optimal CLient : GLQW running on a P133 /w 16mb RAM Special Thanks : id Software. : CC-Gldm -lets all thank him for compiling the level :) : CC-Commander, CC-Destro, and the rest of the Cobra Clan for playtesting. : All the newsies who had to put up with my unintelligable email babblings :) : Anyone I might have missed. What's New in revision C - -Fixed disc's not returning if you died while carrying them. -Added messages for the disc's return. -Actually gave the map a real name. -Re-did the disc.mdl, it now actually has a skin and on top of that, I think it looks quite nice. -I uhm..updated this txt document. ----------------------------------------------------------------------------- Overview: -------- Layout: There are 2 bases, with parts of each base being unlocked when you bring the enemies disc[new flag] to any yellow teleporter symbols on the ground. [For further info go down to the Scoring section.] The enemy key is on the 4th floor of their base, and hopefully it won't be a 1 man job to take the flag. The bases are connected by 3 areas: 1.) The sewers underneath the bases. [which are _very_ simple, even though they may look daunting at first.] 2.) The teleporter array by your teams main respawn room teleport you onto the enemies teleporter pad outside their base. 3.) There is a skyway on the 3rd floor of the bases that connects the bases. Oh yeah, I threw a secret somewhere in there too ;) Scoring --------- There are 4 places you can take the enemies disc: 1.) Bringing the enemies disc to the symbol in your HQ gives everyone on your team 15 [maybe 10..I forget] frags. 2.) Bringing the enemies disc to the symbol in the room down the hall from the armoury unlocks the armoury doors. [Trust me, it _definitely helps your team out] 3.) Taking the enemies disc to the symbol outside your bunker opens the bunker doors. The bunker is a defensive position that allows snipers to snipe enemies teleporting into your base with moderate security to their own well being. [I tried to make it where it's impossible for a sniper to _easily_ cover the pad, it should be noted that it isn't impossible, and relitively easy, to avoid being hit by a sniper.] 4.) Taking the enemies disc to the security checkpoint on the 4th floor enables your early warning system which warns you of enemies near your flag. Notes/rants: ----------- This map was designed with playing as a _team_ in mind, I hope that you think about that before you go charging off into the enemies base all by yourself. One other thing -- There have been a few [very] complaints about clipping, but they are -MINOR- gripes..they don't detract from the level nearly enough to warrant it's unplayability.. So you know those clipping problems were not a fault of mine but were a result of the shoddy carving routines used in the level editors.. (no offense, but the WorldCraft carves never worked right for me..) :(