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File: Invade the Castle
Filename: invade3.zip
Author: [NERD]Brain
Downloads: 600
Description: Invade the Castle
Size: 917KB
Date: 10/04/2002

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Additional Info:
Title - Invade the Castle
File Name - invade3.bsp
Author - [NERD]Brain
Description - This is a Team Fortress map for Quake. It isn't like the
2fort maps mainly because there's only one fort. One team
invades the castle, while the other defends it and all the
relics inside, which act like normal Quake powerups, except
that the effects last until it's dropped. Either team can
use the relics, but only one relic can be used by someone
at a time. If someone has a relic they cannot pick up
another one. However, they can be dropped using the
"dropitems" command, where another one can then be picked up
Once the item is dropped the effects wear off. There is also
an ancient scroll, which is the main goal of the invaders.
The invaders are to grab this scroll and bring it to a
sacrificial altar. This will cast a spell which kills
everyone, except for the caster (is he really safe?), and
give the invaders 5 points. The ancient scroll can not be
dropped like the relics, and can be picked up along with a
relic. Sound complicated? It really isn't. Just bind a key
to "dropitems" and the rest is basically kill, destroy, and
kill some more.
Installation - Put invade.bsp in the /fortress/maps directory, the sounds
in sound/items, and the models in the /progs directory.
This map should replace the previous version (invade2),
which is now outdated.
Credits - Hexen 2 for the extra models and sounds
Single Player - Only to look around
Multiplayer - That's what it was designed for
Deathmatch - Maybe, but it's best for teamfortress
Editors Used - WorldCraft for the actual level and Quark for extracting
textures and learning about the entities and how they are
done on other maps
Building Time - About 3 months, and a few hours for each revision
Flaws - None
Files in Zip - invade3.bsp : The map file
relic.wav : Relic pickup sound
laugh.wav : Main Goal sound
scroll.wav : The Ancient Scroll pickup sound
potion.mdl : Invisibility Potion relic model
random.mdl : Randomizer relic model
tome.mdl : Tome of Power relic model
helmet.mdl : Magic Helmet relic model
life.mdl : Amulet of Life relic model
relic.mdl : Holy Relic model
scroll.mdl : The Ancient Scroll model
Relics - Holy Relic : Gives extremely durable armor
Invisibility Potion : Makes one invisible
Magic Helmet : Gradually replenishes ammunition
Tome of Power : Gives extreme power to weapons and
grenades
Randomizer : Has various effects at random times
Amulet of Life : Regenerates health and armor slowly
Hints - All items return 60 seconds after they are dropped, unless
they land in lava, when they return significantly sooner.
- The Holy Relic gives very strong armor, so strong that
rocket and grenade jumping does not work nearly as well.
- If some unfortunate person falls off the edge in the altar
room, the ancient scroll returns immediately. This is to
make it so that no one has to wait around a long time for it
to return. It will not return if the carrier dies before
hitting the bottom (hit by rocket in mid-air, suiciding in a
panic while falling, dropped scroll missing the ground, etc.
Map Properties - 2246 planes 44920
8590 vertexes 103080
2451 nodes 58824
262 texinfo 10480
6258 faces 125160
6162 clipnodes 49296
1377 leafs 38556
7964 marksurfaces 15928
30778 surfedges 61556
15718 edges 62872
94 textures 1016660
lightdata 285361
visdatasize 32247 compressed from 124871
entdata 43843
QBSP - 1695.0 seconds elapsed
LIGHT - 2812.0 seconds elapsed (Extra)
RVIS - 896.0 seconds elapsed (Level 4)
Total - 5403.0 seconds elapsed
or 1 hour 30 minutes 3 seconds
Revisions v.2 - Added a secret teleporter to the battlements, but the secret
can only be opened by a button hidden somewhere
- Changed how the main goal kills the user. It no longer kills
slowly, but only once. It seems better this way because the
user kept getting hurt after he restarted. That is fixed now.
- The ancient scroll is now glowing so it can be easily seen
in dark places.
- Minor texture changes
- Changed some deathtype messages
v.3 - Fixed some texture and polyhedron errors
- Added a teleporter from the blue suppy room to the altar
room, right by the altar. This will allow blue to defend the

upper areas more easily. Before, if red passed a certain
point, blue could not stop him unless there was a sentry gun
or some other defense up there. Just shoot the back panel in
the blue supply room and the door will open.
- Decreased the scroll capture count from 10 to 5
- The jumps across from the lower ramps to the scroll room are
a bit easier.
- Changed the secret button that opens the outside teleport.
It's now opens for only team 2, so that blue will not
accidently open the door.
- The entity update from version 2 is in this version, meaning
any server playing this don't have to worry about adding
the invade2 entity update. The intermission view is pointing
in the right direction finally.
- In the capture message, 'vengeance' was spelled wrong. That
is fixed now.
- When a engineer teleports to the altar area from either the
anteroom or blue supply room teleports, their cells will be
completely removed. This makes it almost impossible to build
cheap sentry guns in the altar room. It is still possible
if other classes discard cells while in the altar area.
Before, blue could just set up one or two guns that were
just plain untouchable. Any other defenses like pipebombs,
snipers, etc. can still be put in the altar area like
before. The torch braziers are also raised slightly to make
it harder to put guns on top of them.