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Table of contents - mulch_trench |
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| Info | |
| Credits | |
| Play Information | |
| Construction | |
| Compile / Testing | |
| Designer Notes | |
| Installation | |
| Copyright Permissions | |
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Info |
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| Title | Mulchman's Trench |
| Filename | mulch_trench.bsp |
| Author | Mulchman |
| mulchman@mulchman.org | |
| Website | http://mulchman.org |
| Mapping Website | http://mulchman.org/mmap/ |
| Mapping Guild | http://mulchman.org/mm/ |
| Description | Capture the Flag |
| Additional Info | You can find me in #clan_insurrection and #mm_guild on the IRC server GamesNET |
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Credits |
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| I'd like to thank Yeger for one of the playtest servers! I always ping great there, plus I have rcon! | |
| I'd like to thank Holy Goat for WILDSKY! This is THE best looking sky out there. It owns you! | |
| I'd like to thank Zoner for his EXELLENT compile tools! Without them, I wouldn't have been able to compile this map, due to my MAX_MAP_SIDES exceeding the normal limit. Zoner increased MAX_MAP_SIDES and MAX_MAP_BRUSHES in his latest v. 1.6 of his compile tools. | |
| I'd like to thank CrocKilla for the female voice sounds! About time he got me those sounds. =) | |
| I'd like to thank all the playtesters who showed up! They are mentioned at the starting spot in the map, to pay tribute to them for their time. Thanks playtesters! Also, I am sorry if I missed anyone. I took screenshots of "rcon users" as often as I remembered to, to try and make sure I got everybody. | |
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Play Information |
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| Single Player | Negative |
| Deathmatch | Negative |
| Cooperative | Negative |
| Team Fortress Classic | Yes Baby, YES! |
| Difficulty Settings | Negative |
| New Sounds | Yes, thanks to CrocKilla! |
| New Textures | Yeah, some Quake ones |
| Size | Large |
| Recommend # of players | 18 |
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Construction |
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| Base | Scratch |
| Editor used | Worldcraft v2.1 (the ultimate virus) | Zoners Compile Tools v1.6 | Holy Goat for wildsky |
| Known Bugs | None. If you think something is wrong, I probably intended it to be that way. |
| Build Time | About a month, off and on. |
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Compile / Testing |
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| Machine | Pentium 3 550 Mhz, 512 MB RAM, Riva TNT2 Ultra (AGP) |
| Compile Times (WC compile .log included) | |
| hlcsg | 102.38 seconds |
| hlbsp | 45.26 seconds |
| hlvis | 1459.75 seconds |
| hlrad -extra | 2237.50 seconds |
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Designer's Notes |
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| I tried to make this map as offense oriented as possible. ALL of the walls are clipped, so you should have no prob concing through them or getting stuck on them. I was going to have to sacrifice some clip brushes until I learned that Zoner's 1.6 compile tools increased MAX_MAP_SIDES. So without zoners 1.6, you would have a very lame and "getting stuck" version of this map. Also, if you rip off my resupply tube idea, give me credit. That's about it, other than I had a complete blast playing this level on offense during the playtests. Lots and lots of fun! | |
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Installation |
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| If you have directories enabled in Winzip, then extract EVERYTHING into your half-life directory. Otherwise, here is where the files go: | |
| Put the mulch_trench.cfg into your half-life\tfc directory. | |
| Put the mulch_trench.bsp and mulch_trench.txt into your half-life\tfc\maps directory. | |
| Put all of the wildsky*.* files into your half-life\tfc\gfx\env directory. | |
| Put all of the *.wav files into your half-life\tfc\sound\mulch directory. | |
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Copyright and Permissions |
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| This level may be distributed via any medium (ie: Internet, BBS, CD-ROM, compilation disk) as long as it maintains the name mulch_trench.bsp and is supplied in a zip file called mulch_trench.zip that also contains this text document and no other files. Also, if you wish to put it on a publication (ie: Magazine, CD-ROM), please send me a copy also. My email is listed above. | |
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© Copyright 1999, 2000 Mulchman |
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