**** This map designed for the TeamFortress v2.666 quakeC mod **** 12/20/97 ================================================================== Title : The Hedge 7.0 Filename : Hedge7.bsp Author : Jeremy Morton Email Address : raistlan@atheist.com Description : TeamFortress Quake Map Additional Credits to : id 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 I finally paid for it! :) Check out the TeamFortress homepage at: http://www.planetquake.com/teamfortress ================================================================== * Play Information * This map does not work properly without the TeamFortress v2.5 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. 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 v1.5b Registred EntEd v2.0 Beta 5b (http://www.erinyes.com/ented) Known Bugs : None Build Time : Too long [about 11 months ;) ]for design (-transwater) TreeQBSP: 46.576 sec (-extra) ArghLight: 262.0 sec (-level 4) Vis: 373.0 sec [PII 300 is nice ;) ] * Other Info * This is a new version [finally!] based on Hedge 5 that some love, and others, well, love even more. :) 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. :) The grey that plagued Hedge 5 and 6 is gone! :D 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. How to use this map: Copy the hedge7.bsp file into your quake\id1\maps or quake\fortress\maps directory. Then run quake. In the console, type "map hedge7" (without the quotes)" 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 *** Here it is, the new Hedge; it took ~11 months but now you have it. ;) I blocked off the roof's view over the maze as it was drawing nearly the whole level(!) from up there. This made it slow down and really grey up. I have finally removed the grappling hook. No servers allow it anymore anyway, so this isn't that big of a deal. I finally stopped the health from falling out of the level and I placed to red armors in the middle of the maze to help you on your way to attack... I changed the frags/scoring system. If you kill someone on the other team, you get 1 frag. If you capture a flag you get 10 frags, your teammates get 6 frags, and the team gets 1 point. Hopefully this will encourage people to go for the flag and defend there own while not being frustrating because you get no credit for the 50 people you just sawed in half... Tweaked a few brushs, etc... Be sure to read the strategies and info from previous versions below as many things still apply. Hope you enjoy it! *********** 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. :) ) Other new stuff: 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? :) I made some cool new light cages. They really don't do much to strategy, they're just new and cool. :) *********** 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 -- hedge7.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. If you wish to commercially distribute (see definition above for the explanation of "commercial distribution") this file, note: (1) This file contains intellectual property (including, but not limited to, textures and other artwork) owned solely by Id Software (http://www.idsoftware.com), and is subject to any and all copyrights held by them. This author does not have the authority to grant usage of Id's copyright, and, by granting permission to use this level in a commercial release, does not waive their rights thereby. By commercially distributing this file without the express written consent of Id Software, the publisher faces the risk of potential legal action from Id Software and has been so advised by this author. 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