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TF > Maps > Individual Maps
File: The First Cobra TF Map!
Filename: 24cobras.zip
Author: CC-Incinerator
Downloads: 1173
Description: The First Cobra TF Map!
Size: 1.6MB
Date: 10/04/2002

Click to Download
Additional Info:
---- This map designed for the TeamFortress v2.65 quakeC mod ----
---------------------------------------------------------------------------
Title : 'The First Cobra TF Map!"
Filename : cobra2c.zip
Files : cobra2c.bsp -> goes in your maps dir
disc1.mdl -> goes in your progs dir
disc2.mdl -> goes in your progs dir
all wavs -> go in the sound\misc dir
----------------------------------------------------------------------------
Author : CC-Incinerator
Email Address : [email protected]
----------------------------------------------------------------------------
Description : A TeamFortress v2.65 Quake Map


Check out the TeamFortress homepage at:
http://www.planetquake.com/teamfortress


-----------------------------= Play Information =---------------------------


This map does not work properly without the TeamFortress v2.65 QuakeC
patch, which can be downloaded from http://www.planetquake.com/teamfortress
or from ftp.cdrom.com


Single Player : If you're really really bored
Cooperative : No
Deathmatch : No
TeamFortress : You think?
Difficulty Settings : No
New Sounds : Quite
New Graphics : Of course
New Music : No
Demos Replaced : No
-----------------------------------------------------------------------------
-= Construction =-


Editor(s) used : Worldcraft v1.5?
QBSP256C [I now hate qbsp passionately.]
Light.exe
RVis - this map is NOT vis'd for transparent water
Why? No need, it'd ruin the effects.
-----------------------------------------------------------------------------
Known Bugs : I hope you have 16mb RAM or you might as well stop
reading right now and get another map. :/
-Also it IS possible to get stuck behind the
buttons in the infocenter..but I don't feel this is
worth recompiling the lvl to fix because it's
almost impossible to get stuck back there unless
you try to.




Build Time : 1.5 months
QBSP - 45 minutes roughly.
LIGHT - 10 minutes roughly.
VIS - 40 minutes roughly.


GLVis'd : *NO*
-----------------------------------------------------------------------------


Grapple : I think not.


Build Machine : P233 128Mb RAM.. Canopus Pure3d, other stuff I may
not have been told ;)
Tested With: : P200MMX, P233, Quake, and QW. [should run fine on a
P90]


Optimal CLient : GLQW running on a P133 /w 16mb RAM


Special Thanks : id Software.
: CC-Gldm -lets all thank him for compiling the level :)
: CC-Commander, CC-Destro, and the rest of the Cobra Clan
for playtesting.
: All the newsies who had to put up with my
unintelligable email babblings :)
: Anyone I might have missed.


What's New in revision C -


-Fixed disc's not returning if you died while carrying them.
-Added messages for the disc's return.
-Actually gave the map a real name.
-Re-did the disc.mdl, it now actually has a skin and on top of that,
I think it looks quite nice.
-I uhm..updated this txt document.


-----------------------------------------------------------------------------
Overview:
--------
Layout:


There are 2 bases, with parts of each base being unlocked when you bring the
enemies disc[new flag] to any yellow teleporter symbols on the ground. [For
further info go down to the Scoring section.] The enemy key is on the 4th
floor of their base, and hopefully it won't be a 1 man job to take the flag.


The bases are connected by 3 areas:


1.) The sewers underneath the bases. [which are _very_ simple, even though
they may look daunting at first.]
2.) The teleporter array by your teams main respawn room teleport you onto
the enemies teleporter pad outside their base.
3.) There is a skyway on the 3rd floor of the bases that connects the bases.


Oh yeah, I threw a secret somewhere in there too ;)


Scoring
---------


There are 4 places you can take the enemies disc:


1.) Bringing the enemies disc to the symbol in your HQ gives everyone on your
team 15 [maybe 10..I forget] frags.
2.) Bringing the enemies disc to the symbol in the room down the hall from
the armoury unlocks the armoury doors. [Trust me, it _definitely helps your
team out]
3.) Taking the enemies disc to the symbol outside your bunker opens the
bunker doors. The bunker is a defensive position that allows snipers to
snipe enemies teleporting into your base with moderate security to their own
well being. [I tried to make it where it's impossible for a sniper to _easily_
cover the pad, it should be noted that it isn't impossible, and relitively
easy, to avoid being hit by a sniper.]
4.) Taking the enemies disc to the security checkpoint on the 4th floor
enables your early warning system which warns you of enemies near your flag.


Notes/rants:
-----------


This map was designed with playing as a _team_ in mind, I hope that you think
about that before you go charging off into the enemies base all by yourself.


One other thing -- There have been a few [very] complaints about clipping,
but they are -MINOR- gripes..they don't detract from the level nearly enough
to warrant it's unplayability.. So you know those clipping problems were not
a fault of mine but were a result of the shoddy carving routines used in the
level editors.. (no offense, but the WorldCraft carves never worked right
for me..) :(