**** This map designed for the TeamFortress v2.5 quakeC mod **** 12/09/97 ================================================================ Title : Progression v1.2 Filename : progres2.zip Author : Craig J. Dudle (Mr SaLTy) Url : http://www.cl.ais.net/cjdud/ Concept : Craig J. Dudle & Steve Vaughn (GrUe) Email Address : cjdud@ais.net Description : TeamFortress v2.5 Quake Map Check out the TeamFortress homepage at: http://www.planetquake.com/teamfortress ================================================================ * Play Information * You need the TeamFortress v2.5 (or later) QuakeC patch, get it at http://www.planetquake.com/teamfortress or from ftp.cdrom.com Single Player : No Cooperative : No Deathmatch : No TeamFortress : Yes 32 players Difficulty Settings : No New Sounds : No New Graphics : No New Music : No Demos Replaced : None * Construction * Editor(s) used : Worldcraft, EntEd Known Bugs : None at this time except for... Some weird behavior with runes not showing on capped pedistal right away. They will after a short period of time. If ya see any others, please email me with the info. Build Time : A really, really long time. About 3.5 months. Thanks to - id software - Quake - The Team Fortress doodz - Robin of TF for all the help in text form. I read these things like a jillion times. - Network @ the TFconsole - Your site rulz for tf mapmakers! - The makers of EntEd. Never get finished without that puppy. - Worldcraft rulz too. - Steve Vaughn for help on gameplay and level ideas. - Wik of clan Rage for putting the beta version of the map on his server. setup: progres2.bsp goes in drive:\quake\fortress\maps tf_flag.mdl goes in drive:\quake\fortress\progs Server info: This is a large map as you can see. It should support 32 players. Playing with too few players will be boring, so get a bunch of doodz to play! :) You should have as much horsepower as you can muster. Also a lot of ram. General overview: Get a rune from your base and place it on the correct pedistal in the enemy base's flagroom. Doing this will activate a 'helper' for your team. They are as follows; First rune) Gives your team access to your teams wind pipe. Second rune) Gives your team access to a small 'base' in the enemy base. third rune) Unlocks the flag door and gives you access to the enemy flag. Then take the flag back to the circle in your teams base for a capture. WOOP! Scoring is as follows; Capture a rune) 3 frags for your team + 1 more for the AP. Capture the flag) 10 frags for your team + 3 for the AP. All runes and flags etc. for your team are reset when you capture the flag. When a flag or rune carrier is fragged, he drops the item. It can be picked up by members of his team or it will return after a while on its own. Eneny players cannot return the item. There are 2 areas on each base that can be accessed by a detpack. They are water pipes that are capped. The one into the enemy base can be fixed by an engineer. General Info: Map is VISed for transparent water. Compiled on 166mhz pentium with 96 meg ram. 4745 planes 94900 19343 vertexes 232116 6253 nodes 150072 3525 texinfo 141000 14155 faces 283100 13143 clipnodes 105144 3065 leafs 85820 17791 marksurfaces 35582 67775 surfedges 135550 34417 edges 137668 2870 brushes 135 miptex 384 entities 332 point entities 52 solid entities 255 lights qbsp265c Processing time: 1 hour, 6 minutes, 51 seconds (1:06:51) bsp2prt time 30 sec. arghlite -light 15 -extra time 4216 sec. rvis -level 4 2484 portalleafs 7184 numportals c_chains: 5617494 - average leafs visable: 90 time 1800 seconds Textures: Used textures from Quake registered version along with the following: cyber.wad by Kevin "CyBER" Kolk kkolk@waycom.com davo1.wad by David Ottvall davo@algonet.se sr_set1.wad by Sonya Roberts sonya_roberts@geocites.com tonyctf8.wad by Anthony J. Distler adistler@ace.cs.ohiou.edu or at http://ace.cs.ohiou.edu/~adistler/quake/ Sorry if I missed anyone else. Models: TF_flag.mdl In the future I plan to add red and blue skins to the Runes.