*** this map designed for the TeamFortress quakeC patch *** http://www.planetquake.com/teamfortress 30th of November 1997 ================================================================ Title : 2fort5 Filename : 2FORT5.bsp Author : John 'Jojie' Cook (cookj@cts.com) Devin 'Network' Jenson (devin@cagent.com) with special thanks to Someone (one@mindless.com) Email Address : cookj@cts.com Description : The sixth revision of the popular 2forts map. Two teams battle it out for honour and glory! Where to get it : http://www.planetquake.com/teamfortress ================================================================ * Play Information * Single Player : No Cooperative : No Deathmatch : No TeamFortress : Yes, works for 2-32 players, best for 8-24 Difficulty Settings : No New Sounds : No New Graphics : No New Music : No Demos Replaced : None * Construction * Base : 2fort4 (by me, of course) Editor(s) used : Quest + Worldcraft Known Bugs : People complain about there not being enough health on the level, but this is not a bug, it is a design feature. Build Time : A long time - the original 2forts was released over 12 months ago. ================================================================= Details: This map is designed specifically for the TeamFortress quakec patch v2+. It is capture the flag style map, with the following objectives: The blue team must capture the red flag from the basement of the enemy base, and take it to the battlement of the blue base. The red team must capture the blue flag from the basement of the enemy base, and take it to the battlement of the red base. Each team must try prevent the opposing team from achieving their objectives. If the flag carrier is killed, they drop the flag to the ground where it remains for 30 seconds after which it returns to the basement. Unlike standard CTF, team members cannot return the flag by running over it. This map is the result of over a year of playtesting and redesigning. A brief history: 2fort was released the 21st of the 8th, 1996. 2fort2 (unreleased, was the first to have flags and a goal) 2fort21 (small flag problem) 2fort23 (fixed the small flag problem again) 2fort3 (unreleased, moved a few brushes around) 2fort4 (added an extra ramp & corridor, moved the spawn points around a bit) and now 2fort5, on the 30th of the 11th, 1997, more that 15 months later. Rationale behind the major changes from 2fort4 -> 2fort5: - Moved basement spawn points upstairs: this was to make it easier on attackers in the basement, so that when they kill defenders in the flag area they have a bit more time to get the flag. - Rearranged flag corridor: this was to make it a lot harder to have all the defense concentrated in the basement. - Blocking spawn rooms behind one-way doors: this was to try and prevent respawn campers. - Texture changes: to make the map a little easier on the eyes :) Extra thanks goes to Someone (and Network) for this. - More armor and ammo: to handle more players better than 2fort4. - Less health: to make medics more necessary in big team games. This is something that i have always wanted to see tried on a map, but it didn't look like anyone else was going to try it so here goes. During the beta testing of this map we got some people complaining about it, but overall it seems to be workable. Enjoy! John Cook TF Software www.teamfortress.com =========================== Copyright and Legal Notices =========================== This map is property of TeamFortress Software Pty. Ltd. Permission is granted to distribute 2fort5.bsp in a public forum as long as this text file (2fort5.txt) is always distributed with it. This map is considered part of the TeamFortress quakeC patch and comes under any legal agreements regarding TeamFortress. All other rights withheld, in particular: - You cannot reverse engineer, alter, modify or in any ways change 2fort5.bsp or this text file and then redistribute it without expression permission from the owner (TeamFortress Software).