Devious CTF style map for Half-Life Team Fortress 1.5 mod By Amnion December 2000 ================================================================ ** General information** ================================================================ Title : Devious Filename : devious.bsp Author : Pete Johns (Amnion) Email : Amnion@ukfortress.com Web Site : http://www.ukfortress.com : http://kommandos.tf2-web.de Description : CTF map Other maps by this author: None Number of Teams : 2 Recommended # of Players: 16 ================================================================ ** Map information ** ================================================================ New Textures : None New Sounds : None Tools used : Worldcraft 3.3 : Zoner's compile tools v1.5 Build time : Far to long Compile Machine : Athlon 550, 256Mb RAM Compile time : 90 mins ================================================================ ** Game Rules ** ================================================================ Objective: Enter the enemy Base and make your way to where their Flag resides in the flag room. Take the flag back to your base, capture point is on the diving board looking platform above the main door. A det-pack can - Destroy the ramp room roof or destory one of the two grates in the big 'yard' area. Scoring: 10 points per Capture. Other Notes: Flag carriers drop the Flag when they die. Dropped flags return to their Base after 60 seconds. ================================================================ ** Additional information ** ================================================================ Any problems with the map can be put down to me being a bit of a newbie mapper. Infact, i've never mapped anything before. From start to finnish, the whole map took about 4 months to make, that includes learning worldcraft and a few holidays. The whole map was based around having the flagroom at the top\front of each base. By having no other sniper balcony, it *should* put snipers in a useful place. I'm not a big fan of snipers on public servers as they basicly do bugger all and always get in the way. So now at least we can keep an eye on them. I was close to putting in a sniper limmit, as it's possible that the map will end up with more snipers than normal. But i'll leave that up to the server admins. Thanks for downloading. Amnion http://www.ukfortress.com http://kommandos.tf2-web.de ================================================================ ** Special thanks to ** ================================================================ Alpha and Playschool from UKFortress for putting up with my constant "Hey, look at the new build of my map! I've added ammo bags!" and other pointless comments. Hux for not liking the roof texture. My brother for the flagroom location idea. Wildfire for breaking up my old clan ([TA]) which meant I lost our server to do testing on. Akz-Mapper for answering all my mapping questions. Everyone on the planetfortress editing forum. ================================================================ ** Known problems ** ================================================================ R_speeds are a little high (probably more than a little) in some areas. But that's a trademark of a newbie mapper, so it would be wrong for me to fix it. Map lacks consistency in terms of design and style. The respawns look good (I think anyway) with a nice partly destoryed industrial look, but the rest of the map is totaly different. Some parts look quite bad, such as the outside. Another CTF map (but then that's best type of map, as voted by the readers of ukfortress!). ================================================================ COPYRIGHT INFORMATION You MUST NOT distribute this level UNLESS you INCLUDE THIS FILE WITH NO MODIFICATIONS! Authors MAY NOT use this level as a base to build additional levels. This BSP may be distributed ONLY over the Internet and/or BBS systems. You are NOT authorized to put this BSP on any CD or distribute it in any way without my permission. ================================================================