**** This map designed for the TeamFortress v2.5 or higher quakeC mod **** Release Date:Febuary 23, 1998 ================================================================ Title : h&k : ie. Hank's World slightly revised! Filename : h&k.bsp Author : James I. Battles aka: Hank or MaTr1X Hank Email Address : battles@cybertron.com web page : http://okaloosa.com/law/bailbonds Description : TeamFortress v2.5+ Capture the Flag style map Additional Credits to : Jeremy at ENTED for The pointers! If you have ENTED and you haven't registered it yet! SHAME ON YOU! : -id for making Quake -The guys at TF -Ben Morris for WorldCraft -My Family for putting up with me! -All the map makers of TF Maps =============================================================== * Play Information * This map does not work properly without the TeamFortress v2.5 or higher QuakeC patch, which can be downloaded from http://www.planetquake.com/teamfortress or from ftp.cdrom.com TeamFortress : yes Single Player : Nothing to kill, no oppenent Cooperative : No Deathmatch (2-16) : No Difficulty Settings : No New Sounds : No New Models : No New Textures : could be:) New Music : No Demos Replaced : None AutoTeam : No Hook : No * Construction * Revision: I basically just went in and moved some textures around and aligned alot of things to improve the operation of the map.reference compile times.Play it or not, it is a fun map and runs fine in GL mode.This was just another step in my ie: so called plan " ha ha" to finish up some things that I had started before going on to bigger and better. You know q2! I have been doing q2 design for a while. I don't know why everybody is bitching about worldcraft getting 1.6 out. I am sure when it comes out, It will be superior in every way. The fact still remains QEradiant is out and works fine. I say get over it guys, or girls as it may be. I mean tf2 isn't out yet. At least it wasn't the last time I looked.What I would like to see is for the q2 entity for target_speaker to work properly according to it's writings. You will also notice that in lvl 1 of q2 that when the ship flys by the window, the sound is in loop. The attenuation at -1 is supposed to send it to the whole level :) not!I may be dense or something but it wouldn't work at all for me until I looped it. I guess my whole point is it doesn't make any difference. I came / I saw / I conquered. So everybody the fun is in overcoming and has nothing to do with bitching or causing heartburn. Enjoy the map! Base This was created before the 2tallforts.bsp, but I didn't know the entities back then, so I revived it becase the concept was good and my nephew and I LAN'd our butts of in a head on confrontation in this map. You see the capture points are both in the same room. They are both set in a kind of underworld eg. sewer :) under the the pool. There is only one entrance "A wind tunnel at the end of the pool"! Half is wind, and half is tunnel w/obstacles. The map also has unseen teleporters placed strategically, and there are also some team_no assigned wind elevators. Never to fear though! All areas with the exception of the ammo dumps is accessable by both teams! If you find a backpack on the opposing side and it doesn't work for you, don't worry it wasn't meant to! {:o) I am 99% I have the bugs in editing squashed, so get in there and sqaush all the oppose. I am looking forward to getting my but kicked in this one ONLINE! Editor(s) used : WorldCraft ented and the goose man's prefabs wqbsp ---yes in GL Flavor Too! rVIS 1.0 Known Bugs : I don't Know if you would call very minor hangs in the wind tunnels bugs. I think when its the only entrance to a common capture area, it just makes it more interesting:) Build Time :off and on maybe 2- 1/2 days wqbsp : <116 sec. new time: about 60 sec. light -extra : about 2092 secs new time: 557 sec.normal only rVIS -level : about 6267 secs new time: 2090 sec. * Other Info * Description: This is similar to all the rest. you have two forts opposite each other, with a pretty mean snipage setup on the roofs. I believe in face up confrontation, so get prepared. Steal their flag and head for the pool. More than likely they will be doing the same thing . the way to both capture points is a tunnel at the end of the pool under water. This tunnel empties out in a sewer area for lack of a better word. there is a room there .proceed to your colored capture pad in the room. there are three teleporters the middle one empties in the main pool. the designated Red and Blue on either side empty behind there prespective forts. The thing that makes the map is and always has been the players . there is an old saying: A fisherman somtimes fishes a whole lifetime before he figures out that it wasn't really the fish he was after! This map is freeware. Enjoy it and remember if you don't like the map It is not the end of the world. Installation: Well! you ought to know by now------fortress/maps=bsp file fortress/sound=wav and I think the flg.mdl's are just fine so I haven't added any, but if I do in the future then it would be: fortress/progs=mdl's The wav files you probably already have ,but they are here too! Special thanks to whoever made these wav files. they add to any level!