================================================================ Title : Return to Twin Trees Filename : 2tree5.txt Author : Mathieu Perrenoud 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. Map web site : http://www-iis.unil.ch/~mperreno/2tree45.html : http://www-iis.unil.ch/~mperreno/2tree5.html This archive contains five files: -2tree5.txt Hmm... You're just reading it -2tree5.bsp That's the map. It goes to id1/maps or fortress/maps -lock4.wav Put it in id1/sound/items or fortress/sound/items -yh.wav goes with lock4.wav in sound/items -ball2.mdl goes to id1/progs Summary of changes from previous version: 2tree45: -There is 2 lifts in the well room to go to the room above. They're for both teams but only one way. -Some textures here and there have been enhanced. -The capture is now 10 points for everybody. The older version was cooler but to buggy. -There is more room behind the pyramids. -You can no longer exit from the map, behind the red pyramid. -The tree before the red mirador has been lowered so that reds can jump on it like blues. ================================================================ * Play Information * It's a 2team-flag capture map. The flag is easy to found. You captureit in the room behind the red portal for reds and behind the two blue columns for the blues. In the second entrances to the bases. When you capture, the block under the drop off point opens and there is a magic ball inside. 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, but you can do it in the well. There is a grate that opens with the button next to it. It's a toggle door. So you can open it when you come, get the flag and then dive to swim your way back to your base. The grate next the pyramid can also be detpacked. There is a regenerator 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. TeamFortress : Yes! Single Player : Bof, not really. But if you'd like to. Cooperative : No Deathmatch : No Difficulty Settings : No New Sounds : No (the sounds include are not mine...) New Graphics : A few Textures New Monsters : No New Demos : No New Models : No QuakeC Patches : No * Construction * Base : Just the general idea of 2tree1 Editor(s) used : Quake Army Knife, Version 4.07 Known Bugs : None, and I hope there is really none. Build Time : Three weeks Design: I keeped the outside area of my first map cause I found it nice. It's huge and highly detailed so you shouldn't run my map on a 286SX! That's why it took 7 HOURS! to vis. (standards light and qbsp times) The bases are similar but still different. Architecture is basically the same, but design is different and here and there you can found a stair instead of a lift. You like the flag room model? It's an idea of lolo.@bluewin.ch (Thanks lolo!) I never saw a model before so if someone already did it, thanks for the idea too. Copyright and blabla: Thanks to all quake and teamfortress players and designers. Thanks to ? for ball2 and lock4 and yh.wav You can use my map as a base for developping other maps, but don't forget me in your credits. My map should ever be distributed for free. Don't pack it in any comercial package without sending me much money.