**** This map designed for the TeamFortress v2.5 quakeC mod **** July 1997 ================================================================ Title : 2Evil2f Filename : 2Evil2f.zip Author : Mark Rosten (Mr Flibble) Email Address : mrflib@globalnet.co.uk Description : TeamFortress v2.5 Quake Map Check out the TeamFortress homepage at: http://www.planetquake.com/teamfortress/ ================================================================ NOTE: This map has been level-4 revised for water transparency by Tim [Maniac] Doris (e-doris@students.uiuc.edu) * Play Information * This map does not work properly without the TeamFortress v2.5 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 : No New Music : No Demos Replaced : None * Construction * Editor(s) used : Worldcraft Registered, EntEd, Quark, Paintshop Pro Known Bugs : None (Yet) Build Time : The full compile time was 2 hours on a Pentium 166 with 32 megs of ram. Inspiration for level : My brother Neil's doom deathmatch level and watching a : deathmatch demo of Thresh vs Entropy on E1M2. Thanks to : Id, The guys at TeamFortress, Raistlin for the cool EntEd, : My brother Neil (Lucifer) and friends Chris, Lyndon, Russ : and Bernie (my chief playtesters) * Game play * This is a standard 2 team, 2 flag TeamFortress CTF level. Each team has a flag in their flag room which they have to defend. They must also capture the enemy's flag and bring it back to their own flag room and deposit it behind their flag (walk through the teleporter). Your team will get 10 points for successfully depositing the enemy flag in your flag room. There is a water grate that can be opened/closed by detpacks (stolen idea from Well6) leading into both flag rooms, and a secret door into the column room (where the spawn rooms are next to). * Map History * This map started life based on my brother Neils old doom deathmatch level (sorry, can't remember the name). The oustide area between the team bases was kept open (and fairly basic) to keep the speed up for the mass battles that usually happen there). I am not too sure how this will run on a Quakeworld server due to how many players that could possibly be in the same area together. Maybe someone could let me know if they decide to use it on a server so I could find out. * My Other Maps * tf_attdef : My first map ever! (and it shows :) A TF map designed for attack and defend with 2 teams 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. 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. 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 :) 2evil1f : (see below) * Other Info * There is also a 1 flag version of this map (2evil1f). 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. If you like this level mail the server operators and let them know. Any comments/suggestions/ideas welcome. * How to use this map * Copy the 2Evil2f.bsp file into your quake\id1\maps or quake\fortress\maps directory.