**** This map designed for the TeamFortress v1.3 quakeC mod **** 1/23/97 ================================================================ Title : The Hedge Filename : Hedge4.bsp Author : Jeremy Morton Email Address : raistlan@atheist.com Description : TeamFortress Quake Map (Big) Additional Credits to : id, the TeamFortress team, Ben Morris, author of WorldCraft Check out the TeamFortress homepage at: http://yallara.cs.rmit.edu.au/~cookj/index.htm ================================================================ * Play Information * This map does not work properly without the TeamFortress v1.3 or higher QuakeC patch, which can be downloaded from http://yallara.cs.rmit.edu.au/~cookj or from ftp.cdrom.com Single Player : Boring Cooperative : No Deathmatch : No Deathmatch starting points yet. TeamFortress : Very much so. 8 starting points per team. Difficulty Settings : No New Sounds : No New Graphics : No New Music : No Demos Replaced : None * Construction * Base : New level from scratch Editor(s) used : WorldCraft v1.0a, EntEd Known Bugs : None Build Time : Too long for design (-extra) Light: 1273 seconds (-level 4) Vis: 3343 seconds * Other Info * This is my first full level for Quake, and since I've been playing a lot of TeamFortress recently, it seemed only natural to make another map for it. I'd love to hear what you think of it, as I won't learn without any feedback. I'd also like feedback on the speed of the level. I have a Cyrix P150+ w/ 32M, and don't really have access to a slower Pentium, so I have no idea of what performance would be like on such. I have simplified the level a bit as it is, but let me know if it's too much. Now about the level itself. It's a night level with a lot of open flame. :) The main feature is a hedge maze between the two fortresses. The flags are in the basements, which are reached via a descending platform on one side of the room on the second floor. You then return on a rising platform that takes you up to the other side of the second floor room. Return it to the pool that's at the very back of your roof. If you can't find the pool, it glows. :) I've run vis at level 4 on the map, but in a couple of places on the back of the roofs, there is still some grey that appears occasionally. The following is from 2fort23.txt (a big inspiration for this level; thanx to John Cook), and it applies here, too. "This is a two team capture-the-flag map. Each team has their own base, at opposite ends of the map. The objective is to infiltrate the enemy base, and capture the enemy flag which is in their basement. The flag must then be returned to the [pool on the roof] of their home fort. There are [two] resupply points on the second level of each fort. The frag count of each player should be their team scores. How to use this map: Copy the hedge4.bsp file into your quake\id1\maps or quake\fortress\maps directory. Then run quake. In the console, type "map hedge4" (without the quotes)" If you are connecting to a Quake World server, then stick the file in quake\qw\maps... Please let me know any suggestions that you have for the map; especially if it's TeamFortress related. I've been trying to make it balanced for TeamFortress play. ****************** *** Strategies *** ****************** Yes, it's dark. It's much lighter than the last incarnation, so be thankful. :) I was going for a hedge maze/flame motif. In this version, I have added a lot more light to the maze, and rearranged it slightly to make it a little easier to navigate. The idea for the forts was for the defending members of the team to stick to the "high ground": the second floor, the roof, the ledge in the back room, the two guard rooms on the first floor, and the catwalk above the entry. The attackers obviously go through the maze, and try to infiltrate the opponent's fort. Since you don't get frags for killing people, and only for capturing the flag, it makes sense to have that your sole target while attacking. While defending, some snipers should try to cover their teammates while they're crossing the maze. Check out the roof. There's some great views from up there. On the sides are tunnels that wrap and put you above the maze; definitely heaven for some snipers. :) Again, the flags are in the basements, which are reached via a descending platform with the key texture on one side of the room on the second floor. You then return on a rising platform that takes you up to the other side of that room. Return it to the pool that's at the very back of your roof. If you can't find the pool, it glows. :) I really hope that this is an enjoyable level, and that I've addressed the number one complaint that I've had: it's too dark. The other complaint was that it was too big and tended too make encounters more random one on one than team efforts. I've simplified things a little more, and provided this strategies section to clarify my vision for this level somewhat. Also, I believe that the darkness and unfamiliarity may have made the level more complex than necessary. If you have comments, my handle is Raistlan and my email's above. Suggestions are especially welcome, as it's a lot easier when I know what's wrong, and what could be "more right." :) * COPYRIGHT NOTICES and PERMISSIONS * This level is copyright 1997 by Jeremy Morton. Permission to use, copy and distribute unedited copies of this file -- hedge4.zip -- is hereby granted, provided that no fee is charged for the use or availability of this file (other than the normal connection costs for on-line services, if applicable). The above copyright notice and this permission notice must be left intact in all copies of this file. 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