================================================================ Title : CanYon 1.4 Filename : canyon.bsp Author : Mitch Clapp ( Dill-Hole ) Email Address : m.clapp@mailexcite.com --------------------------------------------------------------- Description : General Layout: I basically used the layout of 2fort4 except it can barely be said it uses it for a model. Instead of a bridge and water there are huge rocks on a flat ground between bases. A suspention bridge hangs over the yard going not from one base to another but perpendicular and exactally in the middle of the base. The base walls are too high to RocketJump in a single bound but gren jumping and pipe jumping will do nicely. Like in rock1 the water passage can be deted open and closed. and like in street1 you can cap to give your team an advantage. there are 2 respawn areas with plenty of spawn places i dowbt there will ever be telefragging. one s below one is aove like in 2fort4 almost and you have a 50% chance of respawning at the bottom. all resupply bags give 200 of all ammo, 4 type 1 grens, 4 type 2 grens, health 200, armor 200 and a det pack. Capping area: ----------------------------------------------------------------- Quad model: Gives your team access to a quad bunker. Located on the sniper battlement while you stand in it you cannot move much but can aim freely with quad damage. Sentry gun base model: caping here will activate the security system for the front door it informes you of incomming enemies and also tells what class they are. note spy will not be detected. I left it out of the water passage on purpose. Only the scout can be detected in the water passage Rad suit model: Your team has access to the rad suits located by the enemy water passage. it lasts a very long time, enough for you to fiddle around all you want d=). Medpack Model: gives your team health regeneration at the rate of 1 health per 5 seconds. Armor Model: Gives your team Armor regeneration at the rate of 2 armor points per 5 seconds. Shotgun Model: gives your team ammo regeneration at the rate of 5 shells, 5 nails, 5 cells, and 1 rocket every 5 seconds. TF flag model: Gives you points for capping and will never remove itself, making it the normal cap. ----------------------------------------------------------------- Water passage: I made the water passage in a dangerous location and you may use a det pack to blow it open or closed as you wish ( all resupply bags that belong to your team will give you a det pack ) the water passage does not have the security system on it. I suggest you det it closed and when you see " Fire In The Hole " You can guess someone is coming. Requires a bit of skill. Flag Return: The delay b4 the flag is returned to base is set at 20 seconds. I did this because i feel it is shit when a scout makes constant runs on the flag and can pick it up easy after dying. This makes it so you must have a teammate with you to cap or you better be really skilled. no lone scout can handle this usually. Note, I have played this in a game and it works awesome despite my apprehention thinking it would make it less fun. Well it is fun d=) Mortar: Located on the battlement; it is that cannon looking thing. You can use it to launch you grenades across the map, bombing the ememy battlement. It pourposly aims at a point that is key to giving the grenade maximum coverage. You can time you grenade to hit almost any portion on its aiming path. it also aimes at the quad bunker for thoes pesky LPB who like to mow us normal folks down d=) Note: pipe bombs cannot be launched but this is the only exception. ================================================================ * Play Information * Single Player : No Cooperative : No TeamFortress : Yes New Sounds : No New Graphics : Yes New Models : No QuakeC Patches : No * Construction * Base : From scratch Editor(s) used : Quake Army Knife 4.02 Known Bugs : Sometimes the ram icon apears while in the big yard due to facecount but mostly ignorable Build Time : bout a week Comments : Will add more capping options and reduce brush faces in some areas.