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File: corpfort0.1
Filename: corpfort0.1.zip
Author: Hank
Downloads: 610
Description: corpfort0.1
Size: 846KB
Date: 10/04/2002

Click to Download
Additional Info:
**** This map designed for the TeamFortress v2.5 and higher quakeC mod ****
Release Date: january , 1998
================================================================
Title : corpfort0.1
Filename : copfort.bsp
Author : James I. Battles aka: Hank or MaTr1X Hank
Email Address : [email protected]
web page : http://okaloosa.com/law/bailbonds
Description : TeamFortress v2.5+ 2fort style map

Additional Credits to : My buddy Jeremy morton dba:ENTED
Hey Jeremy I have gone crazy with the backpacks!
: -id for making Quake
-The guys at TF
-Ben Morris for WorldCraft
-My Family for putting up with me!
-All the map makers of TF Maps

===============================================================

* Play Information *

This map does not work properly without the TeamFortress v2.5 or
higher QuakeC patch, which can be downloaded from
http://www.planetquake.com/teamfortress or from ftp.cdrom.com

TeamFortress : yes
Single Player : No this is a war map!
Cooperative : No
Deathmatch (2-16) : No
Difficulty Settings : No
Sounds : all should be in your id1 sounds
or already in the fortress folder.
I have included a sound folder that
should work , but the interior folders
eg. weapons-misc. and Items I keep in
my ID1 sound directory while the cap.wavs
are in my quake/fortress/sound folder!
New Models : No
New Textures : new ones from the internet.they look pretty
cool in gl mode.
New Music : No
Demos Replaced : None
Cheat checking : yes
Hook : No

* Construction *
Changes: Ok so I through in a little art in this new nad improved version!
I also changed the sky and resized the whole map. Some of the doorways
only accomadate one at a time. It makes it more interesting.
I recut the rampways doublewide and that was a must do in this case!
Guess what! Because of some very usefule honest suggestions from my
review from Chris@warzone , This map is a must play deal. I just want
to thank Chris for the help and also all the great stuff he said about
my Ideas. Thanks! If you don't beleive that real constructive critisism
works than look for yourselves. I did run into a little problem or 2
along the way. I still think it is a great map. I cleaned up the lines
and it shows in the compile times. Gl mode cranks. I lit the water
real well, but if you snipe from the wall remember you can't always
have everything. The sky has been lowered so there is just enough room
on the wall:)
oooops I decorated! oh well :)
Base This is a non decorative war map. I had nothing
fancy in mind, but to accomedate a large group
of fellow warriors in a common cause eg.[fight
our way in and steal the flag, or at least work
it back to our fort to score!]If you score "Your
team gets 10 seconds of invisibility" and 10 points
This makes more of a challenge for the snipers!
I think that is important because if the server
is big enough you might could have maybe15 or 20
snipers :) on each side.and no class limitation.
What ever class you want to play, there is a place
for it here.As I said before, don't look for the
banasters or the window trim or a tea service.
This is strictly a war map. All doors are coded
and all backpacks are too, except the ones inside
any secure doors, so if you can sneak past them as
they are coming out then you deserve a drink of water!
Build: I did not have too much trouble whipping this out, however I haven't
tried to conquer arghlite yet.Extra light sampling took a while on this
one.


Editor(s) used : WorldCraft
ented
wqbsp
rVIS 1.0
Known Bugs : No
Build Time :
wqbsp : 204 sec.was old time [new time is 167 seconds]
light -extra : around 9,000 sec. was old time [new time is 5291 seconds]
rVIS -level : around 8,000 sec. was old time [new time is 1886 seconds]

* Other Info * This is An improved map!faster cleaner and no more grey, at least in tf!
Description:
This is similar to all the rest. you have two forts opposite each
other, with a pretty mean snipage setup on the WALL!
Steal their flag and head for your fort's upper middle wall!
There is backpacks abounding , some with ammo , some with armor
and some with some of everything including both grenade types and detpacks!
This is basically I guess a tribute to the 2fort4 tradition,but I didn't
copy paste anything here That I didn't origanally construct.
There is only 2 coventional ways in for either team.
1. You fight your way up the ramp provided at the left of the opposition
and go through the door on the center building and down the spiraling
ramp ways into the lower part of the fort where the flag room is and I
might add probably heavily guarded. {or}
2.You can cross the bridge in through the front and to the hall on the
left, but you will have to first trigger the large platform to come
up and then ride it down. Flagroom will be the first room on the right
and I might add probably heavily guarded.
Except to no.1---You could go through the front door and to the right, where
there is another platform you can ride to the roof.
AT any rate you can rest assured that the defense on either side will
never run out of ammo.As long as there is a turn out on this map.It
could be fun[[[[PLenty of ROOM]]].No special stuff. No teleporters or
secret doors.Now get in their and crush all that oppose!
This map is freeware. Enjoy it and remember if you don't like the map
It is not the end of the world.

Installation: Use winzip and extract the corpfort.bsp file to your:
usually c:/quake/fortress/maps folder c being the name of the
drive in which you keep quake.
You should have the standard wavs I have used in your id1 folder
and your fortress/sound folder I used lock4.wav and protect3.wav
and cap1.wav and cap2.wav for pickup I used medkey.wav and
runekey.wav.everything except cap1 and 2 will play directly
out of the quake/id1/sounds/misc or /items folders.
cap1 and 2 are rigged simply that in fortress/sounds.
Enjoy!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

P.S. I have enclosed these wav sounds and if you want you can probably
rig to run them right out of fortress here are the codes i programmed
them with. Cap1.wav and Cap2.wav simply run from the fortress/sounds
folder lock4.wav runs from my id1/sounds/weapons folder.
Runekey.wav runs from my id1/sounds/misc folder.
Medkey.wav runs from my id1/sounds/misc folder.
protect3.wav runs from my id1/sounds/items folder.
There you are! I found them this way so I assumed they were put there in all standard quake.
If not then these simple instructions along with the wav's I have provided will work!