**** This map designed for the TeamFortress v2.6 quakeC mod **** October 1997 ================================================================ Title : Mr Flibble's Tech Bases v1.1 Filename : flibtec2.zip Author : Mark Rosten (Mr Flibble) Email Address : mrflib@globalnet.co.uk Description : TeamFortress v2.6 Quake Map : (9th TF map released since December 1996) Version info : v1.0 - sometimes blue flag disappeared (bummer) : v1.1 - flag vanishing act disabled :) Check out the TeamFortress homepage at: http://www.planetquake.com/teamfortress/ ================================================================ * Play Information * This map does not work properly without the TeamFortress v2.6 QuakeC patch, which can be downloaded from http://www.planetquake.com/teamfortress/ or from ftp.cdrom.com Single Player : No, only for looking around Cooperative : No Deathmatch : No TeamFortress : Yes, 16 teamplay starts per team, 32 players. Difficulty Settings : No New Sounds : No New Graphics : No New Music : No Demos Replaced : None * Construction * Base : New level from scratch Editor(s) used : Registered WorldCraft, EntEd Known Bugs : None known in this version : (Please let me know if you find any!) Construction Time : 3 weeks Build Computer : 166 MHz Pentium w/32 MB BSP (GL version) : 846 seconds Light : loasda seconds Vis - Level 4 : even more seconds Inspiration for level : 2fort4 by John Cook, rock1 by Jim Kaufman, and : ideas from friends. Thanks to : Id, The guys at TeamFortress, Raistlin for Ented, : My brother Neil, friends Lyndy, Russy, Chris and Bernie. : Lurch Adams for letting me play this on his server ;) * Files included in this archive * flibtech.bsp : Map file. (see below for instructions) flibtech.txt : The text file you are reading now :) * Game play * This is a standard 2 team, 2 flag TeamFortress CTF level. Each team must defend their flag and attack the enemy team and steal their flag. Once the enemy's flag is walked through the teleporter doorway in the flag room then the capturing team gets 10 points and all team members get 10 frags. * Things you need to know about this map * At the exit door from the spawn rooms there are special recharge strips suspended either side of the door. Simply walk through these to get recharged with ammo/health. There is also a broken-down version of the recharger at the base of the middle column in the ramp room connecting to the courtyard. Next to each of the spawn rooms there is a teleporter room. In this room there are 3 seperate teleporter machines. On activation of a button in front of each the door to the teleporter will open allowing the use of the teleporter. After a couple of seconds the door will close and the teleporter will be out of action until the button in front is reset (about 10 seconds or so). The teleporters are one-way only so theres no jumping back to the spawn room for pickups. Outside in the water between bases, there is a water tunnel leading to each base. The tunnel is blocked by a metal grill which needs to be blown up by a demoguy/gal using the detpack. * Map History * Erm, liked the idea of the courtyard in rock1 so I started with that idea and then designed the rest of the map from there. I actually sketched some ideas down for this one (shock horror) 8-) * My Other Maps * flibcas2 : Fixed version of flibcast with quite a few extra changes and redesign of the rooms adjoining the flag room. (Chris ya git!) flibcast : Original v1.0 flibcast map 2evil1f : 2 Teams, 1 flag The single flag starts mid-way between both bases and each team must get the flag into their own flag room and defend it. The longer it is in their flag room, the more points and frags their team gets. The other team must capture this flag and place it in their flag room. 2evil2f : Standard 2 Team, 2 flag CTF map. same layout as 2evil1f (see above) but for normal CTF rules. hexTF : 2 Team, 1 flag idea. Get the flag from the middle into the ENEMYs base to get the points. I personally don't like this idea now, but let me know if you do :) massivTF : My third map and first (released anyway) using the way-cool editor Worldcraft. This map is huge, I encountered the Quake map limits whilst designing this map. 2 large bases seperated by an outside area with extensive waterways going into each base. mbase_tf : A 2 team TF map with 2 identical bases seperated by a large body of water. One of the first TF maps to use coloured textures to identfy the base that you are in. tf_attdef : My first map ever! (and it shows :) A TF map designed for attack and defend with 2 teams * Other Info * If you like this level mail the server operators and let them know. Any comments/suggestions/ideas welcome. (there is someone reading this and looking at this level, isn't there??) * A plea to server operators * If you use this map on your server, please email me as I'd like to play one of my maps in the Internet and see how it plays with loadsa players :) If you have problems running this map (it crashes, etc) PLEASE let me know! Thanks. * How to use this map * Copy the flibtech.bsp file into your quake\id1\maps or quake\fortress\maps directory. In quake (using Team Fortress) type 'MAP FLIBTECH' (no quotes) * Copyright / Permissions * Authors MAY / MAY NOT use this level as a base to build additionallevels.This BSP may be distributed ONLY over the Internet and/or BBS systems. You are NOT authorized to put this BSP on any CD or distribute it in any way without my permission.