**** This map designed for the TeamFortress v2.1 quakeC mod **** 1/29/97 ================================================================ Title : The Hedge 6.0 Filename : Hedge6.bsp Author : Jeremy Morton Email Address : raistlan@atheist.com Description : TeamFortress Quake Map (Big) Additional Credits to : id For being id and for hiring Michael Abrash The TeamFortress Team For making a cool mod and for putting up with my pestering :) Ben Morris, author of WorldCraft For such a great editor Maybe I should pay for it now... :) Check out the TeamFortress homepage at: http://www.telefragged.com/teamfortress ================================================================ * Play Information * This map does not work properly without the TeamFortress v2.1 or higher QuakeC patch, which can be downloaded from http://www.telefragged.com/teamfortress or from ftp.cdrom.com (I assume) 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 : If you get killed by the big flame in the center of the maze you don't seem to be able to respawn... This looks like a TF bug, and should be fixed soon Build Time : Too long for design (-extra) Light: ~30 minutes (-level 4) Vis: ~90 minutes * 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 hedge6.bsp file into your quake\id1\maps or quake\fortress\maps directory. Then run quake. In the console, type "map hedge6" (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 *** ****************** *** NEW *** Team Fortress v2.1 adds the grappling hook. I was going to disable it on this level because I believe that it completely disabled the entire concept of this level (the maze and having to fight your way up through the bases), but after many protests to the idea (and no supporters) I decide to just make it so you couldn't get into or out of the bases from the second floor or the roof. (You can still get in through the side tunnels to the roof.... Finding these are left as an exercise for the reader. :) ) In version 6, I also added some traps and obsticles to hinder people from just grappling over the maze. If you see "Uh-oh!" be afraid. :) I changed the frags/scoring system again. If you kill someone on the other team, you get 1 frag. If you capture a flag you get 10 frags, your teammates get 5 frags, and the team gets 10 points. I will make no claims that this actually works as described, however. Version 5 didn't do the scoring right, and since I can't test the scoring very well with only one player, I have wait until it's released and on a server to actually see if it works as intended. I *did* use an enhanced TeamFortress Entity Editor to change the scoring logic slightly, so I'm optimistic about it working now. (Don't go looking for this new version of EntEd, as I haven't released it yet. :) But I will be shortly...) Hopefully this new scoring structure will encourage people to go for the flag and defend their own while not being frustrating because you get no credit for the 50 people you just sawed in half... *********** I have added a few TF v2.1 enhancements; mostly with respect to many different, specialized messages. I also have the key icon at the bottom of the screen light up you have a flag (in case you forget). :) Another thing: the big flame in the middle of the maze hurts. A lot. Don't touch it. It really hurts. Am I clear? :) Yes, it's dark. It's much lighter than the last incarnation, so be thankful. :) I was going for a hedge maze/flame motif. 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 -- hedge6.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. By using this file, you have agreed to the terms and conditions set forth in this document. If you do not wish to abide by these terms, you must delete this file from any and all storage devices (regardless of the specific media involved) immediately. Commercial distribution of this file, in whole or in part, requires prior agreement with the author. Commercial distribution includes any means by which the user has to pay either for the support (e.g. book, newsletter or CD-ROM) or for the file itself. Unauthorized commercial distribution is prohibited. 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