**** This map designed for the TeamFortress v2.5 and higher quakeC mod **** Release Date: january 8, 1998 ================================================================ Title : 2tallforts 0.1 revised! Filename : medusa.bsp Author : James I. Battles aka: Hank or MaTr1X Hank Email Address : battles@cybertron.com web page : http://okaloosa.com/law/bailbonds Description : TeamFortress v2.5+ 2fort style map Additional Credits to : My buddy Jeremy morton dba:ENTED He was very instrumental in my entity education! : -id for making Quake -The guys at TF -Ben Morris for WorldCraft -My Family for putting up with me! -All the map makers of TF Maps =============================================================== * 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 Single Player : Nothing to kill, no oppenent Cooperative : No Deathmatch (2-16) : I threw in a couple dm spawns Difficulty Settings : No Sounds : list of revisions at the bottom! New Models : yes---tt1.mdl New Textures : No New Music : No Demos Replaced : None AutoTeam : yes Hook : No * Construction * "This is a final release " unless there is a miracle out there! Base I have done all that I can do with this if it still has grey , I guess we will have to live with it unless somebody comes up with a miraculous idea for a fort that was truly too tall and now revised and maybe not so tall but still maybe too tall. I don't know because as I am writing this the vising is about to begin. Anyway I say "learn it , know it , live it, love it! The future will only bring improvement! Editor(s) used : WorldCraft ented wqbsp VIS normal Qme-lite Known Bugs : No Build Time : wqbsp : 161 sec. light -extra : 2,652 secs VIS -level : 19,172 secs * Other Info * !!!!!!!!!!!!!!!![[[[[[[[RENOVATED]]]]]]]/////!!!!!!!!!!!!!!!!!! Description: This is similar to all the rest. you have two forts opposite each other, with a pretty mean snipage setup on the roofs. I believe in face up confrontation, so get prepared. Steal their flag and head for your fort's basement. There you will find a tunnel, that will lead you to the elevator the scoring point is on the cliff next to your fort,where all the snipage will be going on. There is backpacks abounding , some with ammo , some with armor and some with some of everything including both grenade types and detpacks! Some backpacks can be used by both team and some cannot. The doors to the respawns lower are team_no setups to protect us grownups from the cheap kill.I even added some art:) This map is freeware. Enjoy it and remember if you don't like the map It is not the end of the world. Excerpt additional: I have added these ring thingies that respawn every 2 minutes for the interest of activity. They give a single player some armor and a couple grenades and 30 second of invisibility:) One for each team assigned to that team just inside their front doors under a picture on the wall. I have also taken out a few things from before and added a few things. I even shortened the height substantually, so I guess you might say this is maybe not so tall 2tallforts! However it is decidedley better! Additional B. S. This is an example of a map that is still too tall to vis properly. I have tried and tried but to no great discovery There is still some greying , but it isn't totally terrible unless you are up high and snipers use autozoom so what can I tell you. If anybody knows something like maybe I was thinking. Is there any way you could rig a glass multiple trigger thing that you could shoot through but was sufficient to cause grey away or something. I noticed while playing airscout on well6 That no matter what angle or how you jumped in the middle between the two forts there was some kind of strange barrier up high.. Anybody help is welcomed!!! E-mail comment to: -------battles@cybertron.com------ Thanks! Late breaking update: Monica lewinski is a Rad q2 deathmatcher. She kicked my ass! I asked for a date , but she wouldn't respond :) Do you think She might really be a man ? {;o) I'll bet Mr. Bill Knows! Oh, I was rambling. The update is I have added crows nests. Maybe they will help the vis. They go up high:) Installation: The medusa.bsp is to be extracted via- winzip or what ever unzipping utility you prefer the quake/fortress/maps dir. Sounds and models Well it is the future now and There is a little bit more complication to everything, but let's hope not much! I have put the sounds in named folders that go in the sound folder in the fortress folder. The only 2 additions are : I changed the sound for grabbing the flag to list from the ID1/sounds/Ambience/Thunder1.wav I added the sound for the new model, and it is in quake/fortress/sound/artifact/pickup.wav The program model eg. tt1.mdl goes in the : quake/fortress/progs/tt1.mdl After all is done you can run a -game fortress parameter if you wish to check out the map, but it's an internet map. Sorry no monsters:( However my revamping of this map was desparatley needed and it paid off too! I found more crap out of alighnment than I would have ever imagined. So I have a quest now to improve everything I have released thus far. I recently released a map called hatfield vs. mcoy and it was of the standard I would like the rest to meet. After that is all done I will start on a kind of command point map that will be really fun if I can ever complete it. Anyway that's the news from my end of the pond.This is all kind of a hobby I guess at least for now So Enjoy! Brought to you by: The unknown man with a plan too! {:o) NOW GET OUT THERE AND KILL SOMETHING IN A TEAM SPIRIT! No not me! But then again maybe.