**** THIS TEXT FILE HAS BEEN UPDATED **** **** This map designed for the TeamFortress v2.5+ quakeC mod **** Release Date: September 6, 1997 ================================================================ Title : Two Forts: SinTheTiK 1.5 Filename : 2fort_SK.bsp Authors : Gene Jones (SK-Imaginos) : Gene Jones (SK-realistik) Original Map Design : John Cook Email Addresses : real@tyler.net (realistik) imaginos@tyler.net (Imaginos) cookj@king.cts.com (Jojie) URLs : http://maggie.runt.net/users/SKreal/ (realistik's foxhole) http://www.tyler.net/imaginos/index.htm (Clan SinTheTiK's Web of Despair) http://www.teamfortress.com/ (TeamFortress Software's Website) Description : TeamFortress v2.5+ Capture the Flag style map Additional Credits to : -id for making Quake -TFS for TF of course... -Ben Morris for WorldCraft -Imaginos for many innumerable hours of stress relief and instruction. (I'm learning, Pop...) -The TF Community for keeping this game alive -John Cook of TFS for all his hard work on the early versions of Two Forts Dedications : -This map is dedicated to the memory of Brad Gentry, a founding member of Clan SinTheTiK, and a good friend. We miss SK-s0uNd_mAn dearly. -This map is also dedicated to everyone who has a love-hate relationship with 2fort4.bsp. (BY John Cook) :) ================================================================ * Play Information * This map does not work properly without the TeamFortress v2.5 or higher QuakeC patch, which can be downloaded from http://www.planetquake.com/teamfortress or from ftp.cdrom.com TeamFortress : Yes, up to 32 players supported for QW Single Player : Nothing to kill, no guns Cooperative : No Deathmatch (2-16) : No Difficulty Settings : No New Sounds : No New Models : No New Textures : A few New Music : No Demos Replaced : None AutoTeam : No Hook : No * Construction * Base : Imaginos started off by rebuilding 2fort23.map (BY John Cook) when my 2fortSK was taking too long to VIS (I let it run for 2 days at level 4 before I stopped it, then another 1.5 days with just regular VIS...I needed my computer) Most of the stuff from 2fort23.map (BY John Cook) was scrapped and replaced. Then it was handed to me and I finished it off and did some texturing and lighting. I also designed the resupplies, which I'll be releasing for Worldcraft pretty soon. I did all the TF ent stuff. Editor(s) used : WorldCraft UltraEdit-32 4.40 QBSP Light (Arghlite crashed on me at the last moment) rVIS 1.0 Known Bugs : None. There was 1 bug reported, and a few small things that people wanted changed which I agreed with. The bug was fixed, changes were made, and this map is now 100% ready for QuakeWorld. Serve it up, y'all! :) There were bugs reported about respawn points and players being stuck. I quickly found, after running the map on a QW server, that the problem was because the teamspawn points in the upper red resupply were too close to the ceiling. --FIXED I also received a few messages about people not liking the elevator from the ramp room to the basement. I didn't build that elevator, so I just scrapped it and redid it. People should be happier with it now. --FIXED A few areas were deemed too dark. The main was the quicktrip elevator in the blue lobby. You couldn't see it because it was so dark. I put lights in it to match the lights in the red one. Also, I put lights in the "duck-ins" in the flag rooms. --FIXED Build Time : About 2.5 weeks QBSP : <5 minutes light -extra : 1084 secs rVIS -level 4 : 152 secs * Other Info * Description: Well, I've been working on this one for a while. I love 2fort4.bsp (BY John Cook), but it DOES have some problems. Mostly I just didn't like the way it LOOKED. The textures didn't bring it to life enough for me, so I decided to build my own version. There was no way I was gonna get my hands on 2fort4.map to play with, because I didn't know Network had it on his page so I could plagarize a LATER version of John Cook's work instead. The whole point to begin with was I wanted to build the stuff that was in 2fort4.bsp (by John Cook) myself instead of just fixing up 2fort4, which I've already done via a new .ent file (Original ents by John Cook, I'm pretty sure) So I dug around on my old floppies and found a copy of tfmaps.zip, which I believe was released to the public domain by TFS, there's no text file with it, which contained fastflag.map, 2fort23.map, havoc.map, storm1.map and deathx3.map. I set to work retexturing 2fort23.map immediately, and in a couple of days, with a little reconstruction in some places, I had a GOOD looking 2fort23. That wasn't enough...there were no elevators from the basement, no direct ramp in the ramp room...lots of little things missing. I rebuilt EVERYTHING that was missing, including adding in the upper respawn from 2fort_32.bsp. (By Network and TyR, based on Two Forts by John Cook) I was finally done. All the entities were working right, the lights looked good, and the textures were beautiful. Now all I had to do was run: LIGHT -extra 2fortSK.bsp VIS -level 4 2fortSK.bsp ... Sure...right. No problem, right? Wrong. Light took 2 hours. No problem, I'd expected at LEAST that. VIS on the other hand...I let it run for 7 hours before I had to shut down and take my system home. Then I started it again. It ran another 8 hours before a power outage. Then another 40 minutes before ANOTHER power outage. Then I got drunk. Early the next morning, I started it AGAIN. This time, I let it run over 2 days before I finally needed my system more than I needed this level VIS'd. After I'd updated my website, checked all my email, and played a quick couple levels of TF, I started regular VIS with no -level ANYTHING. I let that run over 36 hours before I finally just gave up. We had a LAN game and I wasn't cancelling for that. Depression set in... A couple days later, while talking to my dad (SK-Imaginos), he mentioned that he'd spent the weekend rebuilding 2for23.map (by John Cook) with big brushes, so it would compile. I begged him EMAIL IT!! So he did, he had to go back to work the next day, so he told me to have my way with it. I loaded it up and played it. It looked great, so I started looking for problems...I found some. I fixed the problems, added what was missing, designed a new resupply room system to cut down on the entity count, and polished it off. Then I compiled it. Then we played it. :) Now you can play it too! How to use this map: Unpack 2fortSK.bsp to your quake\fortress\maps directory. If you want to run it on a LAN server or just take a peek at it, load quake with -game fortress and type MAP 2fortSK in the console to load it. If you want to play on a QW server running this map, copy the 2fortSK.bsp file into your quake\fortress\maps directory. * COPYRIGHT NOTICES and PERMISSIONS * Donate to TeamFortress Software: http://www.teamfortress.com/register.html Don't charge anybody for this map in any way. Understand that according to who you ask, you might be told that we didn't do ANY real work on this map, it was all already done and we just put our names on it and zipped it up. Everyone's still entitled to their own opinion as far as I'm concerned. God Bless America... Feel free to link this file for download on your website or FTP site, run it on any public (or private) Quake or QuakeWorld server. If you run this map on a public (especially QW) server, please email me and let me know, I'd like to come play it. :) You may NOT put this level on any commercial CD or diskette set without my EXPRESS WRITTEN PERMISSION. If I find out you've done it, I'll come hunt you down and do very evil things to parts of your body you may have up until then thought safe from harm.