**** This map designed for the TeamFortress quakeC mod **** 25.2.98 ================================================================ Title : Contact2 Filename : Contact2.zip Files : Contact2.bsp Thing.mdl Contact2.txt Author(s) : Gin Tonic and Nick Nougat Tasks : Gin - Map design and the occasional nervous breakdown facing crashes and irrational editor behaviour. Nick - Revision, testing, entity stuff & qwtest coordination, moral support against computer oriented violence ;) Contact (via Nick) : nicknougat@hotmail.com Description : TeamFortress v2.5 and higher Quake Map ================================================================ * 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 : Yeah - for exploration. Cooperative : No Deathmatch : No TeamFortress : Yes Difficulty Settings : No New Sounds : No New Graphics : A new model.... The Thing[tm] (just to have something else than these boring flags and keys.... ;) ) New Music : No Demos Replaced : Nope ================================================================ Changes for Version 1.7 : -Yeah we did it! we made it box shaped! : ( ----------------------- -Now the level doesn't crash Glquake anymore.(God only knows why this happened) -There is a tunnel now connecting the bases. -Fixed the individual frags error. -Maphelp is now availiable. Changes for Version 2 : -There is now glass at the window by entrance. --------------------- -The doors should be alright by now, although we don't exactly know why, suddenly. We just spent about 9 hours trying all possibilities... -The roof area has now been seperated with rock This should help to decrease possible greyout on weak machines and also speed up GL. -Easy intrusion by RJ and GJ is no longer possible. -The water exit is now only accessible by two switches. press the first and wait for the barrier to retreat to shoot the button that's in the tube. -kind of fixed the 'non-glowing' wall for touchdown under GL -restructured lower sniper's nest so enemy snipers can't shoot people coming from the lower respawn. ================================================================ Editor(s) used : Worldcraft V1.5 Vis-ts Treeqbsp V1.61 arghlite Known Bugs : There should be none right now - hopefully Except that during the last test a sentry disappeared in the ramp room, probably because it dropped through the ground...? Build Time : 2 months with bigger and smaller pauses...(originally) + again some weeks of horrendous cutting down and trying of the initial design and at least 8 full days of VISing-sessions for the sake of a 'normal' gameplay and presenting Version 2. GLVis'd : NO - We don't think there's much sense to also see through water if there's enough graphics to display anyway. and second point: We don't like it. Yeah it looks good but... Grappling hook : disabled Build Machine : P133 32Megs RAM Tested With: : P133 32 Meg , Mystique + monster 3D, P133 48 Meg Cirrus Logic and K6 with 32 MEG + Mystique on: WinQuake, Quake, GlQuake, qwcl, glqwcl Optimal CLient : QWCL.exe on at least a P120 with 16+ megs Thanks to : -Id Software for one of the best games ever made -The TF Team for the best and only Quake patch we play -The Guys at Quakelab (http://www.planetquake/quakelab) For great lumps of information. -Ben Morris for Worldcraft -All people who decided put this map on their servers. -To Erik Selberg for the first feedback on Ver 1. and enthusiastically putting this map on his server in spite of tons of greyout. Special Thanks to : -PIGs for letting us test on their great server -ELD for Server access, co-testing and advice. -[ELD]Richie for Help and great support on various topics -Gumbo [Hiv] for extremely valuable testing and hints. General things: ============== Installation: ------------ unzip Contact2.zip to a temp directory move Contact2.bsp into your quake\fortress\maps directory move thing.mdl into your quake\fortress\progs directory Performance: ------------- If you own a rather fast computer (let's say a P120+ with (more than) 16 Meg) you might be able to increase your system performance quite a bit: Just add to your command line: -r_maxsurfs 1200 (or more) -r_maxedges 3200 (or more) -heapsize 20000 (or more) REMARKS: -------- For all the Gl-ers out there: We tried to make Contact2 playable for Gl also but the thing is that we, as we started building, didn't have any opportunity to test the map. We just got our 3D some days after Ver 1.7 and we couldn't know about the 'sky-hole' problems Glquake seems to have. The thing is if we should cut up our map even more to make it suitable for any kind of system we would destroy the character entirely. I hope the design makes up for this.(what's left of it at least) Well, the new seperation of the roof area should improve things a bit. This map is also planned for Quake2-TF as soon as we find an appropriate editor/converter and have some info about it. If you have a prog and think it's really great please tell me. Map overview: ------------- Contact2 is a map recommended for approx 18 players, but stuff as many in there as you like ;) The scenario: Two bases situated half in water linked by an isle.(Well now the water is a mere puddle but...) Contact2 is a classical Capture the Flag map (except perhaps that the flag is a thing ;) ). This means: Get the enemy thing by going on top of the roof of their base and falling down the tunnel to the basement. There either shoot the switch to open the water door or head up again.... Touch down at the glowing wall with the tech symbols situated in your ramp room / your lower sniper balcony. Remarks: -------- How do to open the water doors: - There are two doors. One in the floor of the cellar and one in the wall facing the other base. The door in the floor is only opened from outside with a shootable switch. The other one is opened by first pressing the button on the ramp. Then wait for the striped barrier in the small tube to retrieve until a shootable button is revelaed. Hurry after shooting it. --------------------------------------------------------------------------------------------- LEGAL NOTICE: Nobody's allowed to use this map as a base for his own maps, to modify it in any other way without permission. We had a hard! time building it and this should already be enough a reason. You may include it in any level pack or publish it in any way as long as you include the Zip file _unchanged_. All mentioned trademarks are the property of their respective companies.