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File: Havoc 32
Filename: havoc32b.zip
Author: PlagueBearer
Downloads: 618
Description: Havoc 32
Size: 542KB
Date: 10/04/2002

Click to Download
Additional Info:
**** This map designed for the TeamFortress v2.5 quakeC mod ****
4/16/97
================================================================
Title : Havoc 32
Filename : havoc32b.zip
Author : S.Bryan Loyd (PlagueBearer[CoC])
Email Address : [email protected]
Description : TeamFortress v2.5 Quake Map


Check out these pages:
http://www.planetquake.com/teamfortress
http://users.redrose.net/~andyo
================================================================
* Play Information *


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


Single Player : No
Cooperative : No
Deathmatch : No
TeamFortress : Yes
Difficulty Settings : No
New Sounds : No
New Graphics : Yes
(Variety of new textures)
New Music : No
Demos Replaced : None


* Construction *


Base : From scratch;
octagonal spawn room from an earlier map
(unreleased)
Editor(s) used : QuakeMap 3.0b, Quark 3.0, EntEd
Known Bugs : None
Build Time : 8 hours.
The full compile time was about 2
hours on a P100 with 24 megs of ram.


Thanks to :
Fortress Software, creators of my -only- reason
to play QUAKE anymore
The whole Children of Chaos gang, especially the
new guys, Berzerker and Fdisk... welcome
to the gang
The Quakeworld team... high-pingers like me could
not survive without them!
id (of course!)


Release Notes:


4/15/97
Constructed the main of the Blue Base [the Red Base is just a
retextured mirror]. Ran into a snag with the TF entities; doh!
Found TF entity problem [forgot to give spawning players a goal].
Designed some map bits in downtime, including what would be added
on as the Main Spawning Room.


4/16/97
Assembled, tested, and compiled the map; sent it to WarpHammer for
constructive criticism, adjusted the environment accordingly.


There's only one computer console in the Control Room, which is less
of a room and more of a concealed access to the Main Computer; you
can't get in there, which limits people laying around in the room.


There are a lot of nooks and crannies to hide in: under ramps, on
certain ledges, et cetera. This base is designed for defense,
although a crafty infiltrator has a few options besides frontal
assault.


Decided not to go with the door-side bunkers, went with a more
traditional sniper loft.


Demomen: check out the basement resupply packs... they have spare
detpacks in them.


4/17/97
Oops! Forgot that there's less headroom for spawning players in QW;
people spawning in one particular room would get stuck in the ceiling.
Bummer. Fixed that.
Also changed some architecture so it's easier to get into the wind
tunnels up top.