**** This map designed for the TeamFortress v2.5 and higher quakeC mod **** Release Date: january , 1998 ================================================================ Title : corpfort0.1 Filename : copfort.bsp Author : James I. Battles aka: Hank or MaTr1X Hank Email Address : battles@cybertron.com web page : http://okaloosa.com/law/bailbonds Description : TeamFortress v2.5+ 2fort style map Additional Credits to : My buddy Jeremy morton dba:ENTED Hey Jeremy I have gone crazy with the backpacks! : -id for making Quake -The guys at TF -Ben Morris for WorldCraft -My Family for putting up with me! -All the map makers of TF Maps =============================================================== * Play Information * This map does not work properly without the TeamFortress v2.5 or higher QuakeC patch, which can be downloaded from http://www.planetquake.com/teamfortress or from ftp.cdrom.com TeamFortress : yes Single Player : No this is a war map! Cooperative : No Deathmatch (2-16) : No Difficulty Settings : No Sounds : all should be in your id1 sounds or already in the fortress folder. I have included a sound folder that should work , but the interior folders eg. weapons-misc. and Items I keep in my ID1 sound directory while the cap.wavs are in my quake/fortress/sound folder! New Models : No New Textures : new ones from the internet.they look pretty cool in gl mode. New Music : No Demos Replaced : None Cheat checking : yes Hook : No * Construction * Changes: Ok so I through in a little art in this new nad improved version! I also changed the sky and resized the whole map. Some of the doorways only accomadate one at a time. It makes it more interesting. I recut the rampways doublewide and that was a must do in this case! Guess what! Because of some very usefule honest suggestions from my review from Chris@warzone , This map is a must play deal. I just want to thank Chris for the help and also all the great stuff he said about my Ideas. Thanks! If you don't beleive that real constructive critisism works than look for yourselves. I did run into a little problem or 2 along the way. I still think it is a great map. I cleaned up the lines and it shows in the compile times. Gl mode cranks. I lit the water real well, but if you snipe from the wall remember you can't always have everything. The sky has been lowered so there is just enough room on the wall:) oooops I decorated! oh well :) Base This is a non decorative war map. I had nothing fancy in mind, but to accomedate a large group of fellow warriors in a common cause eg.[fight our way in and steal the flag, or at least work it back to our fort to score!]If you score "Your team gets 10 seconds of invisibility" and 10 points This makes more of a challenge for the snipers! I think that is important because if the server is big enough you might could have maybe15 or 20 snipers :) on each side.and no class limitation. What ever class you want to play, there is a place for it here.As I said before, don't look for the banasters or the window trim or a tea service. This is strictly a war map. All doors are coded and all backpacks are too, except the ones inside any secure doors, so if you can sneak past them as they are coming out then you deserve a drink of water! Build: I did not have too much trouble whipping this out, however I haven't tried to conquer arghlite yet.Extra light sampling took a while on this one. Editor(s) used : WorldCraft ented wqbsp rVIS 1.0 Known Bugs : No Build Time : wqbsp : 204 sec.was old time [new time is 167 seconds] light -extra : around 9,000 sec. was old time [new time is 5291 seconds] rVIS -level : around 8,000 sec. was old time [new time is 1886 seconds] * Other Info * This is An improved map!faster cleaner and no more grey, at least in tf! Description: This is similar to all the rest. you have two forts opposite each other, with a pretty mean snipage setup on the WALL! Steal their flag and head for your fort's upper middle wall! There is backpacks abounding , some with ammo , some with armor and some with some of everything including both grenade types and detpacks! This is basically I guess a tribute to the 2fort4 tradition,but I didn't copy paste anything here That I didn't origanally construct. There is only 2 coventional ways in for either team. 1. You fight your way up the ramp provided at the left of the opposition and go through the door on the center building and down the spiraling ramp ways into the lower part of the fort where the flag room is and I might add probably heavily guarded. {or} 2.You can cross the bridge in through the front and to the hall on the left, but you will have to first trigger the large platform to come up and then ride it down. Flagroom will be the first room on the right and I might add probably heavily guarded. Except to no.1---You could go through the front door and to the right, where there is another platform you can ride to the roof. AT any rate you can rest assured that the defense on either side will never run out of ammo.As long as there is a turn out on this map.It could be fun[[[[PLenty of ROOM]]].No special stuff. No teleporters or secret doors.Now get in their and crush all that oppose! This map is freeware. Enjoy it and remember if you don't like the map It is not the end of the world. Installation: Use winzip and extract the corpfort.bsp file to your: usually c:/quake/fortress/maps folder c being the name of the drive in which you keep quake. You should have the standard wavs I have used in your id1 folder and your fortress/sound folder I used lock4.wav and protect3.wav and cap1.wav and cap2.wav for pickup I used medkey.wav and runekey.wav.everything except cap1 and 2 will play directly out of the quake/id1/sounds/misc or /items folders. cap1 and 2 are rigged simply that in fortress/sounds. Enjoy!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! P.S. I have enclosed these wav sounds and if you want you can probably rig to run them right out of fortress here are the codes i programmed them with. Cap1.wav and Cap2.wav simply run from the fortress/sounds folder lock4.wav runs from my id1/sounds/weapons folder. Runekey.wav runs from my id1/sounds/misc folder. Medkey.wav runs from my id1/sounds/misc folder. protect3.wav runs from my id1/sounds/items folder. There you are! I found them this way so I assumed they were put there in all standard quake. If not then these simple instructions along with the wav's I have provided will work!