hollywood_dm.bsp by Dimmi64 4-Team Deathmatch Made for the TFC: Reloaded community Join their Discord: https://discord.gg/pgunZ4TbgE Join their server and play the hollywood maps now: https://discord.gg/pgunZ4TbgE DESCRIPTION: WELCOME BACK TO LOS ANGELES, 1996 (...or perhaps sometime in the early 21st century) 1. OBJECTIVE: This is a 4-team deathmatch variant of my CTF hollywood2 map. Kill all of your opponents to stay on top. 2. SCORING: 1 point for each kill. 3. BACKGROUND ON THE MAP (Taken from the original hollywood2.txt file) Hollywood2/hollywood_dm is an updated version of the previous "hollywood.bsp". Hollywood2 includes a lot of texture fixes and changes, better object placement, new accessible areas and secret areas, better lighting, armor/grenade addition, more breakable items, signs for better understanding of the map, smaller package size, optimization for legacy computers, more level design balancing, and even new easter eggs. Hollywood2/hollywood_dm is an extended version/port of the iconic Duke Nukem 3D's first level, known as "Hollywood Holocaust (E1M1)" to Team Fortress Classic. For a long time, I've been wishing to play this particular level on TFC, especially when you think how tricky it is to play the actual DN3D online in 2024. After doing a little research, I was only able to find half-baked versions of E1M1 for Half-Life/GoldSrc available. However, the user "m8nkey" made his port of the map for Counter-Strike, and I was initially thinking about just porting it to TFC without much work, but it proved to be unfeasible due to TFC's complex class-based gameplay for a map like this. In the end, I decided to entirely rework on the level design for the map from the scratch and adapt it in a way it would work as a more balanced map for TFC, and only used his map as a reference especially for proportions, and for a few objects placement, so I had to rework on a lot of textures for the game. Additionally, I wanted the map to feel much more open-ended with hidden places, shortcuts, and multiple alternative paths. I ended up using his textures as placeholders to place mine, but used some of his ideas, and a few brushes as reference. I also ended up not just using the actual assets from the original Duke Nukem 3D, but also from Eurocom's Duke Nukem 64 port for the Nintendo 64, so this map has texture work and references from both games. 4. CREDITS Dimmi64 - Map conversion, reworked level design and concept for TFC, map scrippting, texture rework/extraction, testing. 5. SPECIAL THANKS. Allen Blum - Original level design. 3D Realms - Creator of Duke Nukem 3D. Eurocom - Creator of Duke Nukem 3D port for the N64, Duke Nukem 64. m8nkey - For a few brushes (toilet, lower cinema chairs, breakable window and shelves on projector room) and some textures April 14, 2024. Dimmi64.