*** this map designed for the TeamFortress quakeC patch *** http://www.planetquake.com/teamfortress May 14, 1998 ================================================================ Title : TF Experience, version 4.0 Filename : tfexper4.bsp Author : Scott Walton, aka. Crazy Ivan (crazyivan@bellsouth.net) Thanks : It is imoportant to recognize those who's input resulted in a significant influence over design changes in this map. Without these people parts of this map would not have been possible. Changes, as noted in the 'what's new' section were inspired by Dyermaker and my partner in map making, Greymon! A big thanks to them and all who beta tested the changes. Description : A 2fort style map with a smaller floor plan and some interesting architectural variations. This map is designed for a lot of fraging and is intended to be difficult to cap on if the defensive plan takes advantage of the intended architectural designs. (Additional information given below) Where to get it : http://ivan.bellsouth.net, ftp.cdrom.com ================================================================ * Play Information * Single Player : No Cooperative : No Deathmatch : No TeamFortress : Yes, works for 2-32 players, best for 8-24 Difficulty Settings : No New Sounds : No New Graphics : No New Music : No Demos Replaced : None * Construction * Base : None Editor(s) used : Worldcraft Known Bugs : Some complex brushes may show seams but this does not affect gameplay. Build Time : This map took forever as it was built from the ground up with just a concept in mind. Also, being this is my first map, it was indeed a learning experience, thus the name. Enjoy! ================================================================= Details: Whats New? : A review of this map by Dyermaker, while favorable, gave rise to considering some changes. They are as follows: 1. A new entrance into the basement area via a detpack'able grate. This is also reversible by another detpack explosion. 2. Sentry area doors are now only accessible by an engineer. 3. Moved respawns up to avoid telefragging. 4. There is now a 10 second delay on the activation of grenade refills and you only get 2 type 2 grenades. An effort, however feeble, to avoid spamming. 5. Widened lower respawn hallway from version 3, and added a little alcove to hide in. 6. Quad damage was removed on lieu of the second egress path. Note: You can check out the latest map reviews on her talk show each week at http://www.geocities.com/TimesSquare/Fortress/7065/bpmshow.html A no clip texture was added to the side windows in the entrance alcove to make it a little more difficult to egress the base with the flag. Standard 2fort info- This map is designed specifically for the TeamFortress quakec patch v2+. It is capture the flag style map, with the following objectives: The blue team must capture the red flag from the basement of the enemy base, and take it to the battlement of the blue base. The red team must capture the blue flag from the basement of the enemy base, and take it to the battlement of the red base. Each team must try prevent the opposing team from achieving their objectives. If the flag carrier is killed, they drop the flag to the ground where it remains for 30 seconds after which it returns to the basement. Unlike standard CTF, team members cannot return the flag by running over it. Architectural info- There are several key design features that make this map nicely designed for a defensive battle. First, the platform above the entrance to the flag chamber is ideal for the engineer to set up shop. It is also easily accessible to the resupply room making speedy level 3 sentry's possible. There is two ways out of the basement now. The first is via the spiral staircase which is housed in a rectangular structure. This makes it very difficult for the speed demon scout to shoot up the staircase without losing his footing and falling to the floor below and into the arms of the defending units. The second is via a detpack opened grate in the floor which leads through some steep passages and out into the main water alcove. The entrance to the base is designed in a way so as to force all incoming units to pass through an alcove in the front. This alcove has openings above for snipers to pick off unsespecting units as the enter. This sniper positions protected from enemy sniper fire from the oppostion's base making it easier for the defending sniper to concentrate on the task at hand. Enjoy! =========================== Copyright and Legal Notices =========================== This map is property of Crazy Ivan (Scott Walton). Permission is granted to distribute tfexpr.bsp in a public forum as long as this text file (tfexpr.txt) is always distributed with it. All other rights withheld, in particular: - You cannot reverse engineer, alter, modify or in any ways change tfexpr.bsp or this text file and then redistribute it without expression permission from the owner (Crazy Ivan).