**** This map is designed for the TeamFortress v2.6 quakeC mod **** 12/2/97 ================================================================ Title : Big Forts 2 Filename : Bigfort2.zip Author : Dennis Boone (The Sphinxter) Clan X-Factor Email Address : odo@eskimo.com Description : TeamFortress v2.6 Quake Map Check out the TeamFortress homepage at: http://www.telefragged.com/teamfortress ================================================================ * Play Information * This map does not work properly without the TeamFortress v2.6 QuakeC patch, which can be downloaded from http://www.telefragged.com/teamfortress or from ftp.cdrom.com Single Player : No Cooperative : No Deathmatch : No TeamFortress : Yes Difficulty Settings : No New Sounds : No New Graphics : No New Music : No Demos Replaced : None * Construction * Base : 2nd Revision of BigForts Editor(s) used : GLQoole 2.11 Registered , EntEd 2.0 Beta Registered Known Bugs : Probably fewer than the 1st version ;) Build Time : 2 weeks. The full compile time was about 6 hours on a 6x86 P166+ with 32 megs of ram. Thanks to :Id Software Everyone at TeamFortress Software THANK YOU! John Cook for 2 Forts Network for his map tf_01net on which I learned most of what I know about TF Entities Matthew Ayres of Lithium Software for GLQoole 2 Raistlan for EntEd 2 Everyone whose texture wads I have used! My wife!!! *Overview* This is your basic grab the enemies flag and run back to your base kind of map. Bring the enemy flag back to the glowing Quake symbol on top of your fort to capture it. Scoring works just like 2fort4, 10 points for everyone on your team. If the flag is dropped it returns after 90 seconds. There are some Biosuits in a room underwater so slow classes can swim back to base without drowning. Also of note are pools of slime, teleporters, and some really fun lifts. There are no secrets. *Version 2 Changes* Got ride of all decorative door jams. Made the doors on the outside flag return entrances work for any team. Changed spiral stairs so that they only go from the basement to the ground level floor. Added new hallway and ramp room at the back of the forts, as a second way up to the top floor. Must have some ramps! Made the hallways in the lift rooms by the teleports shorter to increase enemy players chances of coexisting with sentry guns and pipebombs. Got ride of the pools in the respawn rooms. Maxed out the backpacks! Now you get 100% red type armor w/extra bullet protection, 100 health, 100 shells, 100 nails, 50 rockets, 100 cells, 1 detpack, 2 grenades type1, 1 grenade type2. Backpacks refill every 5 seconds. I hope this makes everyone happy :) Changed the lava around the flag rooms to slime, much less lethal. I also added doors on all four sides of the inner flag rooms, this is to give the stepping stones and slime around it more of a purpose in life. Made the stepping stones a little bigger. Changed the flags so they don't return when touched. The scoring system now works just like 2fort4. Fixed a bug with the lifts. Relocated the teleports to the middle of the upper rooms. Added the covers to the bridges. Whew! I think thats all... *Version 1* Bigforts1, the first playable version! sort of... * Other Info * If you like this level mail the server operators and let them know. Please! How to use this map: Copy the Bigfort2.bsp file into your quake\id1\maps or quake\fortress\maps directory. Then run quake. In the console, type "map Bigfort2" (without the quotes) All constructive comments are welcome, but don't be too hard on me its my first map- so there are bound to be some problems... Thanks for reading this! The Sphinxter