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File: Chasm
Filename: chasm103.zip
Author: Dreadnought
Downloads: 582
Description: Chasm
Size: 467KB
Date: 10/04/2002

Click to Download
Additional Info:
================================================================
**** This map designed for the TeamFortress v2.6 QuakeC mod ****
================================================================
Title : Chasm
Version : 1.03
Filename : chasm103.zip
Date : 10.03.98
Author : Philip Ward (Dreadnought)
Email Address : [email protected]
Description : TeamFortress v2.6 Quake Map
================================================================
* Play Information *

Single Player : No
Cooperative : No
Deathmatch : No
TeamFortress : Yes
Difficulty Settings : No
New Sounds : No
New Graphics : Yes, and some textures ruthlessly
pillaged from Quake 2 and Bam4.
New Music : No
Demos Replaced : None
================================================================
* Construction *

Editor(s) used : Worldcraft 1.6
Known Bugs : NONE! (wishful thinking I know)
Murphy's Law : There is always one more bug.
Build Time : All up, about 8 days.
Thanks to - id Software for Quake/Quake 2 and all the
goodies they released with them.
- Team Fortress Software for Team Fortress.
- Ken Alverson for Transparent Water QBSP.
- Tim Wright for ArghLite and Q2toWad.
- Geoff Philips for Bsp2Wad.
- Antony Suter for RVis.
- Mads Bondo Dydensborg for MipDip.
- Author of Bam4 for the red, blue and brown
metal block textures.
- Cpt. Cadaver for placing v1.02 on the
Ground Zero server for a heavy work out.
- All the Ground Zero players who helped
test out v1.02 and gave comments and
suggestions for improvement.
- Cpt Cadaver and Punisher for giving 1.03 the
once over. Couldn't stop laughing when I
saw that head.
================================================================
* General Overview *

Shouldn't take long to figure out, simple capture the flag for 10
frags type of scoring system. The capture point is a little tricky.
You have to walk off the battlement and land on the roof of the
forward resupply. Its a metal pad with a yellow light in the middle.
The signs may be a little hard to read for non GL users. Sorry guys,
I'm not much of an artist and MS Paint was my only tool. This will
most likely be the last version (for TF1 anyway) unless a major
bug shows up.
================================================================
Check out the TeamFortress homepage at:
http://www.planetquake.com/teamfortress
================================================================
* Version Info *

1.00 - 3 days and 300 cups of coffee was all it took.
1.01 - Corrected flag skins for new TF-flag.
- Removed medic spawn point from lower resupply.
- Texture alligning.
- Tried to make the lifts use the base/tech sound instead
of the clockwork/chain sound. Note the use of the word
"tried".
1.02 * first public release *
- Removed a great deal of extra detail from the outside
area. *sigh* 1.01 looked so pretty too. Because I had
been testing this with a 3DFX card I hadn't noticed the
rather large buildup of polys in the outside area.
Thanks to Mad One for pointing out the fact that the
entire base can vanish under a grey shroud if you stand
in the right (or wrong?) place.
- Texture alligning.
- Successfully made the lifts use the base/tech sound
instead of the clockwork/chain sound. Note the use of the
word "successfully".
1.03 - Texture alligning.
- Removed one of the team only lifts from each base and
doubled the size of the remaining two.
- Slowed the foyer area lifts from 350 to 200, should make
defence in that area a little easier.
- Added more boxes to the foyer area as obstructions and as
sentry points.
- Increased the armour gained from resupply packs to 100 in
the upper resupply and 50 in the lower resupply.
- Added two 25 health packs to the lower resupply.
- Added a small alcove opposite flag room passage as a
defense point.
- Changed the quad damage to a TF goal entity that gives
10 seconds of quad power every 3 minutes.
- Moved spawn points so that red scouts spawn in the
forward resupply at the start of the game. Previously
at the start of the game, blue scouts spawned in the
forward resupply while red scouts spawned in the upper
resupply giving blue a slight head start.
- Added TFgoals to upper resupply rooms to help keep enemy
players out.
- Changed the sounds for taking and capturing the flag.
- Placed the intermission point at a more interesting
location.