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File: Invade the Castle
Filename: invade4a.zip
Author: [NERD]Brain
Downloads: 610
Description: Invade the Castle
Size: 913KB
Date: 10/04/2002

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Additional Info:
Title - Invade the Castle
File Name - invade4a.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, even the caster, and give the invaders 10 points.
The scroll is in a small room just above the door in the
main room, but it is blocked off by metal bars. To open the
bars, shoot a big, red window in the relic room where the
shambler statues are. Then the scroll must be taken to a
small room directly above the room where the scroll was.
There is a teleporter which leads to the altar. Once the
scroll is captured, the teams switch. The attackers are the
defenders and vice versa. 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 invade4a.bsp in the /fortress/maps directory, the sounds
in sound/items, and the models in the /progs directory.
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, a few hours for the second and third
versions, and about a week for this version
Flaws - None
Files in Zip - invade4a.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.
- A secret button hanging under the big ramp in the main room
opens a door outside the attackers' supply room. There is a
teleporter there which leads directly to the battlements.
- Trying to get too close to the enemy supply room results
in..........NAH! Never mind.
- Pipejumpers should have real fun here, as long as they have
the amulet of life. There's a bunch of places to try it.
Map Properties - 2233 planes 44660
8634 vertexes 103608
2477 nodes 59448
260 texinfo 10400
6275 faces 125500
5478 clipnodes 43824
1373 leafs 38444
7995 marksurfaces 15990
30888 surfedges 61776
15698 edges 62792
93 textures 1015256
lightdata 286509
visdata 31748 compressed from 147016
entdata 56957
QBSP - 1372.0 seconds elapsed
LIGHT - 3489.0 seconds elapsed (Extra)
RVIS - 900.0 seconds elapsed (Level 4)
Total - 5761.0 seconds elapsed
or 1 hour 36 minutes 1 second
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.
- 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.
- The jumps across from the lower ramps to the scroll room are
a bit easier
- 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.
v.4 - The offense-defense shift idea was based on the idea in the
map ripple.bsp by >V< Null
- Changed the whole structure of the teams. Now both teams
will be able to play both sides in one game, switching every
time the invaders capture the scroll. This will finally
create the balance that this map was always lacking. Once
the invaders capture, the spell runs like usual, except
everyone dies at the same time, including the one who
captured the scroll. This means that door blocking the
anteroom will no longer be needed and is removed. The next
time the teams respawn it will be in the opposite sides,
offense becomes defense, and vice versa. A new scroll will
replace the old, this one only able to be picked up by the
other team. When the other team captures, everything reverts
back to its original state, and the cycle repeats until the
game is over.
- All other things: cell remover, teleporters, relics, etc.
remain the same. the problem wasn't with any of that, but
the horrible imbalance this map created. Red could rack up
the points simply by capturing like normal while blue was
forced to gain points the hard way.
- Removed all team specific properties of all the doors and
buttons. Instead, supply room camping deterrents were added.
If someone approached an enemy supply room, they will be
killed. Once the teams switch, so do the info_tfgoals that
kill, as well as the supplies inside the rooms.
- The scroll now only glows if it's been moved or being
carried. This is mostly a sideeffect of the offense-defense
shift, but it actually helps since the surfedges are a bit
lower in the general area now.
- Changed the info_tfdetect entity slightly, namely removed
the flaginfo command. With there now being two scrolls, it
became inaccurate and useless.
- At the beginning of the game, blue will be given 5 team
points, but not indivizual points (frags). This is to give
blue a chance to win. If both teams started evenly, then
blue could either only tie the game or lose by 10. This may
seem unfair to red, but if blue can hold off red for the
entire time, usually 30 minutes, then blue deserves to win.
v.4a - Fixed a bizarre bsp error that in one spot allowed anyone to
literally walk off the map. The map had to be renamed. which
was annoying to say the least.


WARNING TO SERVER ADMINISTRATORS: Team Fortress 3.0 cannot be played on
invade4 or any of the series. For some bizarre reason, the "dropitems"
command does not work at all. Also, TF 3.0 gives individual points for team
scores. This map was designed to give one team 5 team points, but not
individual points. TF 3.0 is a good version, but these errors simply MUST be
fixed if this map is to be any good with this new version.