**** This map designed for the TeamFortress v2.666 quakeC mod **** 2/17/98 ================================================================ Title : Xcaliber Filename : xcaliber.bsp Author : Brian Callaway aka Zang Tuum Tumb Zang[KIN] Email Address : zang@vvm.com or try xodus@myriad.net Description : TeamFortress Quake Map Additional Credits to : to ID, for Quake : TFSoftware for whom without, bored we would be : The Kindred Clan for helpfulness in testing, opinions & ideas : Patricia Ford (thanks babe, thou art inspiration!) : Myriad Isp for their GREAT Qtf Server! Check out the TeamFortress homepage at: http://www.planetquake.com/teamfortress And The Kindred's Clan's TF page at: http://personalwebs.myriad.net/xodus ================================================================ * Play Information ****************** This map does not work properly without the TeamFortress v2.5 or higher QuakeC patch, which can be downloaded from http://www.planetquake.com/teamfortress Single Player : Yes, for looking around only Cooperative : No, ever seen one? Deathmatch : No, how boring TeamFortress : Why else would you play Quake on the net? Difficulty Settings : No New Sounds : Yes New Graphics : Yes New Music : No, go buy a CD Demos Replaced : Yes, just for kicks I made a quick and dirty demo showcasing the architecture and general layout (xcaliber.dem) (and ask yourself how I was able to fly off plane! whee!!) * Construction ********************** Base : New level from scratch Editor(s) used : Qoole v2.10 EntEd (but it wouldn't work with Qoole so I pointed it out to Rastlin and until he fixed it (yay!), I used Wordpad for entities. Known Bugs : None known but I saw a dispenser fall when placed behind the altar in the flagroom once... Build Time : Took about 2 weeks solid from start to finish. I have no real life. : qbsp : 48 mins 45 secs 1783 planes 35660 : light : 21.3 minutes 10238 vertexes 122856 : vis : 34427.0 secs (sheesh!) 3332 nodes 79968 (10 hours) 252 texinfo 10080 7281 faces 145620 8336 clipnodes 66688 1767 leafs 49476 9158 marksurfaces 18316 35824 surfedges 71648 17928 edges 71712 71 textures 659668 entdata 26028 Build computer :P166 with 32 meg ram * File Info ************************* There are six (6) files in the zip - xcaliber.txt (this text file) - xcaliber.bsp Put these into your fortress\maps - cbd-armr.wav I dunno who made this, but I caught it floating around on undernet (#wavs'r'us) It's great! The telefrag one is even better! (dumbass!) This wav file goes in fortress\sound\items - xcaliber.dem This is the demo...useful if you want me to show you where flags are, where they go & the great architecture The demo file goes in your fortress directory. In console, type playdemo xcaliber - cbd-tele.wav In fact, I'll just add it for the hell of it - xcaliber.map This I am putting here BECAUSE I COULD NOT FIND ANY OTHER MAP OUT THERE TO HELP ME LEARN AND NO ONE WOULD HELP (except sniprwar.map, thanks guy!) So I am letting my source out in hopes that mapnewbies might use it to learn, and that a pro might look at it and offer me valuable criticism! * Game Play ************************** This is my second Quake map, and my first 'big' one, so send your good comments and opinions to me, and the rest go to Xodus The object of this map is to get the enemies flag and return it to your main room on the upper deck. What I really wanted to do is redo the entire bottleneck layout of most 2fort4 type maps. I count no less than 5 ways into the enemy fort, 4 ways to the key (2, maybe 4 ways out) and so with all of these ways, I made the Main Royal Hall a very elegant bottleneck in itself. I have no idea what defense will do, but I see this room as IT. Also, and it is finally time for it, I used Xodus' idea of 100% full resupply. This will cut down on waiting for others to grab it, and it will just let you grab and go play which is what we play quake for. The respawn supply bags give out one grenade of both types, the Boom! bag in the back gives out MAX grenades and one detpack since TF2.666 has the "let the old one go 'fore ya set the new one". (The Boom! is from Oppose1 and is my tip of the hat to a great map & mapmaker! It's my fave!) Oh, and I had fun setting up the front gates (doors) to where they do open for their own team from the outside (both teams from the inside) and can also be detpacked by the other team. And the green thing in the far back is a pot bale. I had the texture and brushes just LOOK like bales, so go figure... Again, I always loved elaborate architecture when making maps for Doom2 and of course Quake let me do so much more. I did run into brush limits on this one so I had to del a lot of what I had (bsp time 2 freaking hours! Didn't even attempt to vis that puppy) and I hope everone likes my lighting (I almost called the map Twilight. I never name a map until I'm done with it) Note: I used to be in [CG]Clan Gangrene, and MadMike (The Wall) and Brewman (The Maze) are both mapmakers, so I wonder if CG now has a map record? hm? Greets to them and to CG, but KIN could blow you guys away! hehe (well, maybe not madmike...he's scary like lord z....) * Strategies **************************** Offense: 1st minute scouts can go in water way either side (water hole or up the hill) run in, grab flag, run out main gate which will open for you, and in thru your own gate which will close behind you. Once the Gates are detpacked, scouts will have a field day! Scouts rule! Demomen:Det the gate! How you get past the main room if there are any sentries on the upper deck is up to you. Of course, grenjump to the large battlement or if you are good like me, pipe to top sniper deck for picking off easy sniper kills Snipers:I have given you wonderous places! Abuse them! And stop those damn demomen from detting your gate! Flagrun:when going for the flag, use those dark spaces in the long ramp and also there's the back tunnel (cool door!) Defense: MY LORD, USE THAT MAIN ROOM! Set sentries! Set pipes! Get on that upper deck and blow those enemies by remote control! If your flag gets taken, use the teleport to get to better pos- ition quickly! Because of the main room, I did not really make a long flaghall, so once that flag is grabbed, it is on its way up. And beware, the elevator shaft is PERFECT for the gren1jump or a 2pipe jump. And unless they rjump over it, or get on the upperdeck, that bridge in the main room is the only way to the flag, so keep your eyes on it. Of course the grappling hook is disabled in this map. Map is NOT designed for it! (Only map I've seen the grapple work well in is The Street) * Greets ******************************** The Kindred clan! Xodus, Lord Z, Sueto, Hman, Beef, Lert, Phoenix, Striker (damn you're one scary sniper), Proxima, XBoBX, Wormer, Cartman, BladeZ Clan Gangrene!, God, patricia ford (she is goddess!), Stacy, Luuuuuuuuuu!!!!!, Spooky, J-bear, Mom, Dad, Charles, blah, blah, blah...... The Myriad Regulars! Rail! (Hi rail!!), MarZ, Bushido, obiwan, Trubec, Mr. Hankey, Tresmer!, et. al...too damn many, you know who you are) and MOE (getcher ass back here) * COPYRIGHT NOTICES and PERMISSIONS ***** This map is copyright 1998 by Brian Callaway. If you want to include this on a collection of Quake maps you MUST ask my permission first. This text file must be included in any distribution of this work except for server downloads, of course. This map may be used as a base for any and all map makers just give credit to me if you do. If you haven't figured it out by now, I want credit given where credit is due. You may not charge for the distribution of this map except for cost of media. I hereby give limited redistribution rights to Walnut CdRom to pass along however they wish. If the map makes money, I want some! Wheee! Please note that this map is signed by me in the Worldspawn entity and by a tag included, in brushes, in the map itself to prove ownership. (great idea bob!) Copyright infringement will be dealt with legally. You are forewarned.