**** This map designed for the TeamFortress v2.6 quakeC mod **** 4/16/97 ================================================================ Title : Colony Filename : colony1.zip Author : Shawn Schultz (Rizzen) Email Address : rizzen@ida.net Description : TeamFortress v2.6 Quake Map Players Designed for : 32 Check out these pages: http://www.planetquake.com/teamfortress ***** http://mayhem.ida.net/colony.htm ****** Server Operator Instructions: Please set the timelimit to 45 - 60 minutes. ================================================================ * Play Information * This map does not work properly without the TeamFortress QuakeC patch, which can be downloaded from http://www.planetquake.com/teamfortress or from ftp.cdrom.com Single Player : No Cooperative : No Deathmatch : No TeamFortress : Yes Difficulty Settings : No New Sounds : No New Graphics : Yes New Music : No Demos Replaced : None Level vised for GL : Yes * Construction * Base : From scratch Editor(s) used : Worldcraft, Adquedit, EntEd Known Bugs : 2 see below Construction Time : Months Build Time : 3 hours Build Computer : dual pentium pro 200, 128 megs of Ram Vis level4 : 3400 seconds Extra Light: : 3800 seconds Files included: diag.mdl lying.mdl charge.mdl gun1.mdl colony1.bsp (the map :) readme.txt (this file) NOTE: THIS IS A 32 PLAYER MAP! If you think it sucks, ask yourself, do you have 32 players? Then shut up! ====================== GAMEPLAY ======================== Colony is a twist on the original "capture the flag" concept. Two teams fight over the possession of 6 "canisters". Each canister can be picked up by either team. Once a canister is obtained from the "neutral" reactor it must be returned to your teams base. Once a canister is captured, your team receives the effects of that canister every 30 seconds (effects described below). The canister does not return to any set point but instead resides in your base were you must defend it from the enemy. At any point the enemy may steal your canister and take it to their base to receive the canisters effects. The first canister becomes available 4 minutes into the start of the level. The remaining canisters become available every 5 minutes thereafter. Once you have all 6 canisters in your possession a door near your teams map will open, revealing an exit that will end the level. Upon exiting your teams score will increase by 50 points for winning the level. Thus if you were behind all game but managed to steal away all 6 canisters you may still win. :) Once you pick up a flag you may throw the flag to a team mate by typing "dropitems". (you should bind a key to this command). It is even possible to "pass" a key to a team member as they run by. The Engineer: He is the only member of the team that has access to any portion of the map. By hitting the control panels with his spanner he can open the enemies doors. Demoman: Can use a detpack to open a water entrance into the enemies research lab. The entrance is designated by red man hole covers in the courtyard between bases. Thanks to: Raistlin for help with my entities, Team fortress guys for adding in some cool things I begged for. Most of All to <--Arrow-< for his models and textures and Talon for his textures. Thanks to these beta testers: Talon <--Arrow-< Blackglove Deadman Ristin Worf [PH] Dave [PH] Neveck And of course the TFS guys :) PLEASE go to mayhem.ida.net/colony.htm for a cool and complete description of Colony. Bugs: NOTE!!!!!!!!!!!!!!!!!!!!!!! THESE BUGS ARE EITHER BUILT INTO THE QUAKE ENGINE OR ARE IN THE TEAM FORTRESS CODE. 1. When you bring a flag back to your base and step on a pad the key is supposed to appear on a pedestal near there. It does finally appear when a) the score timer goes off and causes it to appear b) you or a member of your team dies and suddenly it appears when he respawns (not when he dies). Also, neither of these necessarily have to happen, it can be any combination of these. I have a tiny miniture version of this scoring system and it works every time. But not in my large level. 2. This one really gets me... when you start the level and both teams run to get the keys, neither team can pick them up until someone dies. The don't have to be a certain class, nor do they have to be carrying anything. the second any one dies any place in the level the keys are able to be picked up. very very weird. the only thing i can guess is that it's something in my goal activiation. (c)copyright 1997 by Shawn Schultz NO MODIFICATIONS ARE TO BE MADE TO THIS MAP OR ENTITES WITHOUT MY PERMISSION. YOU MAY NOT USE THIS MAP FOR COMMERICAL PROJECTS WITHOUT MY PERMISSION. THIS MAP SHALL BE AVAILABLE FREE TO THE PUBLIC AND CAN BE TRANSFERED TO OTHERS ONLY IF THE ABOVE MENTIONED THREE (6) FILES ARE INCLUDED IN THE ZIP. YOU MAY NOT ADD OTHER FILES TO THE ZIP. IF YOU WISH TO USE PORTIONS OF THIS MAP FOR YOUR OWN FREE MAP PROJECT YOU MUST ASK. Email: rizzen@ida.net