======================================================================== ------------------------------------------------------------------------ The Outpost v3.0 last revised 15th April 98 *See Bug Fixes & Updates *greetings and salutations ------------------------------------------------------------------------ ======================================================================== **** This map designed for the TeamFortress v2.65 quakeC mod **** 29th Jan 1998 ================================================================ Title : The Outpost v3.0 Filename : outpost3.bsp Authors : grimm [502] Email Address : fco@vif.com Description : TeamFortress v2.65 Quake Map TeamFortress Homepage : http://www.planetquake.com/teamfortress : http://www.teamfortress.com ================================================================ * Play Information * This map does not work properly without the TeamFortress v2.65 or higher QuakeC patch, which can be downloaded from http://www.planetquake.com/teamfortress Single Player : No Cooperative : Yes (TEAMfortress) Deathmatch (2-32) : No Difficulty Settings : No New Sounds : No New Graphics : A few modified textures The MEDPACK MDL from some unknown source. New Music : No Demos Replaced : None * Construction * Base : New level Editor(s) used : Worldcraft 1.6, EntEd Known Bugs : None Discovered Yet Build Time : Many Moons Light : 10004235 million seconds Vis : 01016627 zilli0n seconds * PROGS * Put the .mdl files in your Team Fortress progs dir. tf_flag.mdl fortress/progs backpack.mdl fortress/progs medpack.mdl fortress/progs ------------------------------------------------------------- B U G F I X E S & U P D A T E S ------------------------------------------------------------- Changes since v2.0 - Fixed version info all over, it now really reads v3.0 - Added Query info to flag entities. - Removed lifts from bunkers and replaced them with ladders. - Added a small ledge in flag room. - Fixed respawn door entities, now if you stand right under the door of your own respawn, you won't get gibbed. I wouldn't try that on enemy respawn though :) - The water entrance into base has been revamped at it's base entry point, in order to limit view. - Put up some ON/OFF markings on the walls behind alarm switches. In order to make for easier navigation. - Replaced medi-kits with the Medi-Pack in respawns. - Removed some annoying edges from the flag hall entry that really annoyed laggy players trying to make a smoothe run. - Put Clip textures in various spots near flag hall entrance, in order to remove all possibility of players getting snagged in the scenery. This is really helpful in laggy games. - Put Clip textures under the ramps, now players cannot get stuck under the ramps, like in other maps, you just strafe smoothly off from the offending invisible wall, which is placed a few units away from the spot you would normally squeeze into. - Changed outside wall texture. - Water is now NOT transparent in GL. I like the fact that something really awful could be lurking down there. Unseen. - Probably a few other things I completely forgot to mention. grimm [502] -------------------------------------------------------------------- Changes since v1.0 - Major Bug fixed in Flag Capture Entities, which would award the team 10 frags, but the player who brought the flag back, would not get the frags. Player who makes the capture, gets 1 frag extra - Fixed Sniper Nest ledges, which were too high and blocked snipers firing angle. Now snipers can more easily fire at oncoming troops. - Fixed Middle floor windows. They also were too narrow, and players had a hard time firing through them, and were limited to long range only, since it blocked most of the terrain in front of the fort. - Fixed TF Entities which displayed messages, near computer banks on the top floor, so players had to be closer to them. This was to avoid having constant messaging when you enter the tight space. - Fixed certain dark areas, which were mostly a real hassle in GLquake. Such as the respawn entrances and tunnel entrances. Due to the diminished visibility of those light bars in GL. This was fixed by adding a very dim light, which is barely visible in normal play, but makes a big difference in GL. - Updated and added usefull info in the OUTPOST2.TXT - GL VISed with Transparent water. I had received very few comments from players, I guess everyone figures someone else will have noticed it. But I would like to thank the following people who have helped me make this a better map. Bob Marotte, WildeFire & Ash for his New Maps server, which enabled me to playtest my map on a real server. Hopefully with the major bug fix, players will be more inclined to try it. grimm [502] ------------------------------------------------------------- M A P D E T A I L S ------------------------------------------------------------- This is a variation of the usual & popular Capture the Flag Team Fortress Maps. Two forts face each other, and two military forces of space marines struggle for domination. The action takes place on a remote but strategic outpost. Two Clans have been able to seize control of the compound, also making sure their SlipGates will pump a steady flow of reinforcements as the battle rages on. ------------------------------------------------------------ This map was designed with the player in mind. Efforts were made to make the map both eye pleasing and interesting in gameplay. I have taken into consideration many comments from players, and various web pages, aimed to help map makers create a map that will interest players of any class and style of play. Points of interest: SECURITY SYSTEM Each base has a Security System, which can be activated and de-activated by any class from either team. It's easier to destroy than it is to create. The security system will also warn of spies, so keep your eyes peeled. Unlike many maps, I have made this security system broadcast the ALARM messages to each team player, so no one has to just stand there and stare at some texture. Here are some usefull details to know. ON Switch health 1000 OFF Switch health 500 Switch Delays 120 seconds BUNKERS There are four military bunkers placed in the courtyard, surrounding the landing pad. They have their advantages and disadvantages. It will be for the player to figure out! THE UNDERGROUND The underground system of tunnels, connects all four bunkers and offers a way into the water and sewage system. THE BRIDGE Should it stay? Or should it go? In larger games, the underground could play a large role, since enemies could secure the bunkers closest to their enemies and put dispensers and certain personnel such as medics for before assault ready. Not to mention scouts will play a more important role, trying to notify their teams of hidden troops. The bridge can be both an advantage and a disadvantage. Thanks to AsH (AsH@mc.net) I was able to do some server playtesting, unfortunately I still haven't been able to get a nice game going with at least 5 players in each team. I hope players will contact me and share their views and opinions. Thank you for your time, and happy hunting! Your armor is your soul and your soul's Dedication it's armor The soul of a warrior is the shield of humanity Honor the craft of death -Warhammer 40k grimm [502] ------------------------------------------------------- Greetings and Salutations : Clan 502. JZorn [502] Mechanix [502] N. Stalker [502] Wormboy [502] Veloce -502- Kaliper -502- Wacky Max -502- Clown -502- Chopper -502- *NEW* Clan LoL for never believing it was actually me on their server. Extra special kudos go out to Kruruk of Clan LoL who not only put my map online through some intense testing, but who took the time to mention the things that should be fixed. This revision is almost completely inspired from his comments. *NEW* The Satyr's Mantion crew! Providing a first rate service to second rate clowns like us! Fortress-Map-Makers Mailing list participants and caretakers! *NEW* Dyermaker, author and caretaker of the BLUEPRINTS page of TF map making info! www.geocities.com/TimesSquare/Fortress/7065/ AsH (AsH@mc.net) Check out his New Maps Server! ip: 208.220.8.100:27520 Bob Marotte (Brewman@tiac.net) Author of a great map entitled MAZE.BSP, can be found on all great map archives! WildeFire (Wildefire@planetquake.com) TF Quality Control, helping mapmakers get detailed reviews of their work www.planetquake.com/qccentral Robin - Team Fortress Software Jim Kaufman - Sgt.Thundercok Sailor CPU Jeremy Morton - RAISTLAN Gene Jones - SK-realistik Micheal Mattson Rogue13 ----------------------------------------------------------------- Copyright This map is copyright F.C.O. enr. It may be freely distributed, as long as it is not modified in any way. The map cannot be distributed without the outpost2.txt which you are presently reading, save for server downloads. The author is open to suggestions and ideas, if you wish to use any part of this work, you must contact the author for permission. -----------------------------------------------------------------