**** This map designed for the TeamFortress v2.5 quakeC mod **** 4/16/97 ================================================================ Title : Havoc 32 Filename : havoc32b.zip Author : S.Bryan Loyd (PlagueBearer[CoC]) Email Address : sbloyd@redrose.net Description : TeamFortress v2.5 Quake Map Check out these pages: http://www.planetquake.com/teamfortress http://users.redrose.net/~andyo ================================================================ * 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 (Variety of new textures) New Music : No Demos Replaced : None * Construction * Base : From scratch; octagonal spawn room from an earlier map (unreleased) Editor(s) used : QuakeMap 3.0b, Quark 3.0, EntEd Known Bugs : None Build Time : 8 hours. The full compile time was about 2 hours on a P100 with 24 megs of ram. Thanks to : Fortress Software, creators of my -only- reason to play QUAKE anymore The whole Children of Chaos gang, especially the new guys, Berzerker and Fdisk... welcome to the gang The Quakeworld team... high-pingers like me could not survive without them! id (of course!) Release Notes: 4/15/97 Constructed the main of the Blue Base [the Red Base is just a retextured mirror]. Ran into a snag with the TF entities; doh! Found TF entity problem [forgot to give spawning players a goal]. Designed some map bits in downtime, including what would be added on as the Main Spawning Room. 4/16/97 Assembled, tested, and compiled the map; sent it to WarpHammer for constructive criticism, adjusted the environment accordingly. There's only one computer console in the Control Room, which is less of a room and more of a concealed access to the Main Computer; you can't get in there, which limits people laying around in the room. There are a lot of nooks and crannies to hide in: under ramps, on certain ledges, et cetera. This base is designed for defense, although a crafty infiltrator has a few options besides frontal assault. Decided not to go with the door-side bunkers, went with a more traditional sniper loft. Demomen: check out the basement resupply packs... they have spare detpacks in them. 4/17/97 Oops! Forgot that there's less headroom for spawning players in QW; people spawning in one particular room would get stuck in the ceiling. Bummer. Fixed that. Also changed some architecture so it's easier to get into the wind tunnels up top.