Title - Invade the Castle File Name - invade4a.bsp Author - [NERD]Brain Description - This is a Team Fortress map for Quake. It isn't like the 2fort maps mainly because there's only one fort. One team invades the castle, while the other defends it and all the relics inside, which act like normal Quake powerups, except that the effects last until it's dropped. Either team can use the relics, but only one relic can be used by someone at a time. If someone has a relic they cannot pick up another one. However, they can be dropped using the "dropitems" command, where another one can then be picked up Once the item is dropped the effects wear off. There is also an ancient scroll, which is the main goal of the invaders. The invaders are to grab this scroll and bring it to a sacrificial altar. This will cast a spell which kills everyone, even the caster, and give the invaders 10 points. The scroll is in a small room just above the door in the main room, but it is blocked off by metal bars. To open the bars, shoot a big, red window in the relic room where the shambler statues are. Then the scroll must be taken to a small room directly above the room where the scroll was. There is a teleporter which leads to the altar. Once the scroll is captured, the teams switch. The attackers are the defenders and vice versa. The ancient scroll can not be dropped like the relics and can be picked up along with a relic. Sound complicated? It really isn't. Just bind a key to "dropitems" and the rest is basically kill, destroy, and kill some more. Installation - Put invade4a.bsp in the /fortress/maps directory, the sounds in sound/items, and the models in the /progs directory. Credits - Hexen 2 for the extra models and sounds Single Player - Only to look around Multiplayer - That's what it was designed for Deathmatch - Maybe, but it's best for teamfortress Editors Used - WorldCraft for the actual level and Quark for extracting textures and learning about the entities and how they are done on other maps Building Time - About 3 months, a few hours for the second and third versions, and about a week for this version Flaws - None Files in Zip - invade4a.bsp : The map file relic.wav : Relic pickup sound laugh.wav : Main Goal sound scroll.wav : The Ancient Scroll pickup sound potion.mdl : Invisibility Potion relic model random.mdl : Randomizer relic model tome.mdl : Tome of Power relic model helmet.mdl : Magic Helmet relic model life.mdl : Amulet of Life relic model relic.mdl : Holy Relic model scroll.mdl : The Ancient Scroll model Relics - Holy Relic : Gives extremely durable armor Invisibility Potion : Makes one invisible Magic Helmet : Gradually replenishes ammunition Tome of Power : Gives extreme power to weapons and grenades Randomizer : Has various effects at random times Amulet of Life : Regenerates health and armor slowly Hints - All items return 60 seconds after they are dropped, unless they land in lava, when they return significantly sooner. - The Holy Relic gives very strong armor, so strong that rocket and grenade jumping does not work nearly as well. - If some unfortunate person falls off the edge in the altar room, the ancient scroll returns immediately. This is to make it so that no one has to wait around a long time for it to return. It will not return if the carrier dies before hitting the bottom (hit by rocket in mid-air, suiciding in a panic while falling, dropped scroll missing the ground, etc. - A secret button hanging under the big ramp in the main room opens a door outside the attackers' supply room. There is a teleporter there which leads directly to the battlements. - Trying to get too close to the enemy supply room results in..........NAH! Never mind. - Pipejumpers should have real fun here, as long as they have the amulet of life. There's a bunch of places to try it. Map Properties - 2233 planes 44660 8634 vertexes 103608 2477 nodes 59448 260 texinfo 10400 6275 faces 125500 5478 clipnodes 43824 1373 leafs 38444 7995 marksurfaces 15990 30888 surfedges 61776 15698 edges 62792 93 textures 1015256 lightdata 286509 visdata 31748 compressed from 147016 entdata 56957 QBSP - 1372.0 seconds elapsed LIGHT - 3489.0 seconds elapsed (Extra) RVIS - 900.0 seconds elapsed (Level 4) Total - 5761.0 seconds elapsed or 1 hour 36 minutes 1 second Revisions v.2 - Added a secret teleporter to the battlements, but the secret can only be opened by a button hidden somewhere - Changed how the main goal kills the user. It no longer kills slowly, but only once. It seems better this way because the user kept getting hurt after he restarted. - The ancient scroll is now glowing so it can be easily seen in dark places. - Minor texture changes - Changed some deathtype messages v.3 - Fixed some texture and polyhedron errors - Added a teleporter from the blue suppy room to the altar room, right by the altar. This will allow blue to defend the upper areas more easily. Before, if red passed a certain point, blue could not stop him unless there was a sentry gun or some other defense up there. Just shoot the back panel in the blue supply room and the door will open. - The jumps across from the lower ramps to the scroll room are a bit easier - In the capture message, 'vengeance' was spelled wrong. That is fixed now. - When a engineer teleports to the altar area from either the anteroom or blue supply room teleports, their cells will be completely removed. This makes it almost impossible to build cheap sentry guns in the altar room. It is still possible if other classes discard cells while in the altar area. Before, blue could just set up one or two guns that were just plain untouchable. Any other defenses like pipebombs, snipers, etc. can still be put in the altar area like before. The torch braziers are also raised slightly to make it harder to put guns on top of them. v.4 - The offense-defense shift idea was based on the idea in the map ripple.bsp by >V< Null - Changed the whole structure of the teams. Now both teams will be able to play both sides in one game, switching every time the invaders capture the scroll. This will finally create the balance that this map was always lacking. Once the invaders capture, the spell runs like usual, except everyone dies at the same time, including the one who captured the scroll. This means that door blocking the anteroom will no longer be needed and is removed. The next time the teams respawn it will be in the opposite sides, offense becomes defense, and vice versa. A new scroll will replace the old, this one only able to be picked up by the other team. When the other team captures, everything reverts back to its original state, and the cycle repeats until the game is over. - All other things: cell remover, teleporters, relics, etc. remain the same. the problem wasn't with any of that, but the horrible imbalance this map created. Red could rack up the points simply by capturing like normal while blue was forced to gain points the hard way. - Removed all team specific properties of all the doors and buttons. Instead, supply room camping deterrents were added. If someone approached an enemy supply room, they will be killed. Once the teams switch, so do the info_tfgoals that kill, as well as the supplies inside the rooms. - The scroll now only glows if it's been moved or being carried. This is mostly a sideeffect of the offense-defense shift, but it actually helps since the surfedges are a bit lower in the general area now. - Changed the info_tfdetect entity slightly, namely removed the flaginfo command. With there now being two scrolls, it became inaccurate and useless. - At the beginning of the game, blue will be given 5 team points, but not indivizual points (frags). This is to give blue a chance to win. If both teams started evenly, then blue could either only tie the game or lose by 10. This may seem unfair to red, but if blue can hold off red for the entire time, usually 30 minutes, then blue deserves to win. v.4a - Fixed a bizarre bsp error that in one spot allowed anyone to literally walk off the map. The map had to be renamed. which was annoying to say the least. WARNING TO SERVER ADMINISTRATORS: Team Fortress 3.0 cannot be played on invade4 or any of the series. For some bizarre reason, the "dropitems" command does not work at all. Also, TF 3.0 gives individual points for team scores. This map was designed to give one team 5 team points, but not individual points. TF 3.0 is a good version, but these errors simply MUST be fixed if this map is to be any good with this new version.