This map is the final (I hope) version of 2tree4 ================================================================ Title : Return to Twin Trees Filename : 2tree45.txt Author : Mathieu Perrenoud Date : 8 april 1998 Email Address : mperreno@iismail.unil.ch if you try my map, give me your opinion, good or bad. I want to know if it's just perfect, if I could improve something or if I just have to stop making levels. Thanks in advance. ================================================================= This archive contains three files: -2tree45.txt Hmm... You're just reading it -2tree45.bsp That's the map. It goes to id1/maps or fortress/maps -lock4.wav Put it in id1/sounds/items or fortress/sounds/items -ball2.mdl goes to id1/progs I don't think you need anything else. Just mail me if you miss a file. Summary of changes: -visibility optimized (as much as possible) -scoring problems fixed -Minor Detailed fixed (doors where you could get stucked) -Number of textures reduced 200->120 -I changed my PC (P200->P233). I gained 1 second in QBSP...? -Flag Grates are now detpackable. ================================================================ ******** Play Information ********** It's a 2team-flag capture map. Both flags and dropoffsoints are easy to found. Capture points are near the middle of the action so it's possible to put some defense directly in enemies capture point. When you capture, the block under the capture point opens and inside there is a magic ball, just in case you would like to do some frag. You can swim to the flag but first you have to blow off the door that's in the first room after the water corridor (detpack the computer next to the door). There is a laser barrier just after. It won't hurt you but it alerts the enemies that you are coming. There is no way to shut it down. You can't dive back from the flag in the water, at least not until you detpack the grate. You can dive in the well. But if you didn't blew off the door, you'll have to go to the flag room again. You earn points to detpack the grate and the door.. so open the way for your scouts teammates. There is armor and life regenerators in the first room. They will work for each team, but they are very noisy, so don't plan to do half the way, have a rest in enemies base and then go for the flag, but you can stop a few seconds to recover some life. Quad damages door opens only for enemies. It's more fair to have some help on your way to the flag than to see enemies waiting for you with quadded rockets... ******* Construction ******* TeamFortress : Yes! Single Player : Bof, not really. Only if you really like to. Cooperative : No Deathmatch : No Difficulty Settings : No New Sounds : No New Graphics : A few Textures New Monsters : No New Demos : No New Models : No QuakeC Patches : No Base : I just kept the idea of 2tree1 Editor(s) used : Quake Army Knife, Version 4.07 Build Time : Two weeks QBSP Time : 19M26 LIGHT Time : 1H VIS Time : 7H //On a Pentium 233, 128 Mb Ram Design: I love big outside places, so that's what you'll found on this map. I tried to be cool for every classes: there is many sniper nests, ramps and dark places to build sentry guns, a few spots to be blown by demomen. Each class has it place on this level. Due to its size, it's recommended to be more than two to play. Known bugs: Capturer doesn't always get his 3 bonus points, sometimes, they wait there until someone else come... I don't understand and I couldn't help that, If you have an idea, let me know. ********Copyright and Legal********* I am NOT and WILL NOT be held responsible for any damage or problems if this map causes proplems with your computer (it won't as far as I know), in any shape form or fashion. You MAY distribute this map over the internet as long as this text file remains intact and in this zip file. Its free. I intended it to be, so keep it that way.