================================================================ Title : Twin Trees 7 years later Filename : 2tree7.txt Author : Mathieu Perrenoud Email Address : mperreno@iismail.unil.ch Map web site : http://www-iis.unil.ch/~mperreno/2tree7.html This archive contains five files: -2tree7.txt Description & Building Informations -2tree7.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 or fortress/progs Changes from version 5: -Textures reworked, new decorations outside. -Respawn rooms transformed: respawn points clearly marked, no more ammos, only backpacks, teleporter from lower respawn to upper. -New passageway to flag, leads behind the Pyramid, come from underwater, needs to be detpacked (may be closed) -New architecture before the capture point, to allow defense to be settled here. Changes from previous versions: -There is 2 lifts in the well room to go to the room above. They're for both teams but only one way. -The capture is now 10 points for everybody. No more bonus for capturer... -Small problems fixed here and there... ================================================================ * Play Information * ================================================================== Consult the web page: http://www-iis.unil.ch/~mperreno/2tree7.html ================================================================== Capture the flag style map: two teams, two flags. The flags are in enemies base, on a pyramid. They go on your base, but you must not take the main entrance... Follow the one on the right after the bridge. Features summary: -Big Map, for big teams... -Big tunnel network that leads everywhere -Three detpackables points: The door in the first room underwater. The grate to the flag may be detpacked to stay open. A secret door behind the pyramid (maybe opened and closed with detpacks). The two first give one point to fellow demo who blowns them. -Two Respawns rooms per team, with three respawns points. -Huge outside area with complex architecture, rocks, arch, gondola, bridge, river.... -A secret door will open on capture (just under the capture point: resupply, small quad) -Architecture allows all classes to be useful... -Detpackable doors to demo -Multi-level zones to Rocket Jump on -Underwater way for spies to infiltrate -Complex architecture to build sentries -Miradors for snipers to shoot at will -A mix of small and big areas for others classes to run and kill around 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 included are not mine...) New Graphics : A few Textures New Monsters : No New Demos : No New Models : No QuakeC Patches : No * Construction * Base : 2tree5 Editor(s) used : Quake Army Knife, Version 4.07 Known Bugs : None. Build Time : A couple of say from previous version Copyright and blabla: Thanks to all quake and teamfortress players and designers. Thanks to ? for ball2, lock4 and yh.wav