**** This map designed for the TeamFortress v1.3 quakeC mod **** 1/20/97 ================================================================ Title : The Hedge Filename : Hedgfort.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 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 : 2 Weeks Design, 1.5 Hours Compile. * 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. For some reason, I'm out of room for entities in Quake, so I don't have deathmatch starting points in the level yet. If anyone knows what "Host_error: Too many static entities" when loading a map in Quake means, or how to get around it, please let me know. It seems to have a limit of about 150 entities... I'd also like feedback on 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. 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 hedgfort.bsp file into your quake\id1\maps or quake\fortress\maps directory. Then run quake. In the console, type "map hedgfort" (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, but I have yet to play it on a server. * Licensing and Copyright * This level is the sole property of Jeremy Morton. The files hedgfort.bsp hedgfort.map hedgfort.txt are Copyright 1997 Jeremy Morton and must be distributed together at all times. These files may be distributed freely when distributed together. This file may NOT be modified. If you use "hedgfort.map" as a base or for inspiration, please give me credit. :)