**** This map designed for the TeamFortress v2.6 or later quakeC mod **** 6/19/97 ================================================================ Title : Outlook1 Filename : Outlook1.zip Author : Wyatt Cheng (Candle[Zzz]) Email Address : wcheng@ea.com Description : TeamFortress v2.6 Quake Map ================================================================ * Play Information * This map does not work properly without the TeamFortress QuakeC patch, which can be downloaded from http://www.planetquake.com/teamfortress or from ftp.cdrom.com Single Player : No Cooperative : No Deathmatch : No TeamFortress : Yes Difficulty Settings : No New Sounds : No New Graphics : Team-specific textures from Spike COM and Gorgon New Music : No Demos Replaced : None * Construction * Base : From scratch. This is the product of previously unreleased maps Editor(s) used : WorldCraft + Entity Editor Known Bugs : Some entities might get exploited Time Spent : About 40 hours Thanks to : id Software Release Notes: This map has a number of features to enhance the strategy value. As one person said, Team Fortress is "The Thinking Man's" Quake. I wanted to capitalize on this by adding extra strategy points to the map. There is only one flag that both teams have to fight over. Once you have the flag, take it into the enemy base to one of the scoring points. There are 3 scoring locations worth 1, 5 and 15 points, each one is harder to get at than the previous. To make things really interesting there are a number of strategic switches. One switch creates a *very* quick shortcut to the 1 point scoring location. This switch must be activated by an engineer's spanner. Once activated an engineer on the opposing team can shut off the shortcut by hitting a different switch with their spanner. A second key point is a small wooden wall in the opponent's base. This can be blown up with a detpack and it reveals a "sanctuary" for the enemy. Don't let your enemy's have access to this sanctuary! A few hits from an engineer spanner will repair the wall. The third switch is actually a pair of switches. One switch will activate your team's teleporters. The other switch will de-activate the other team's teleporters if they are currently active. The teleporters are extremely powerful allowing you to move from your respawn into the sanctuary or from your respawn room directly to the flag Don't hold on to the flag for too long. If you hold it for more than 90 seconds the map assumes you're hording the flag which is very boring for everybody and will kill you. Candle[Zzz]