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TF > Maps > Individual Maps
File: Good Ol' Army
Filename: sand.zip
Author: Cthulhu
Downloads: 616
Description: Good Ol' Army
Size: 338KB
Date: 10/04/2002

Click to Download
Additional Info:
================================================================
Title : Good Ol' Army
Filename : sand1.bsp
Author : Juhana 'Cthulhu' Uuttu
Email Address : [email protected]
Description : Good Ol' Army v1.2 18th of May 1998
===================================
You are red/blue. Get the blue/red flag from
your opposing team and capture it by bringing
the flag to your platform in your HQ's 2nd
floor, while trying to stop the other team
from doing the same thing to your flag. In
other words: It's kinda like those
2fort4-clones you've been playing for a
looooooooong time. :)

Things you should know:
=======================
- Mortar: Yeah, toss those mIRV's sky-high!
Just let the engineer whack his spanner
awhile... Oh, and you can close the opposing
teams mortar by utilising the spanner. ;)

- There are two respawn rooms: in the 1st
floor of the HQ and one behind the fort.

- The two towers in each fort contains not
only a platform for snipers to snipe, but
also a sniperhole. Which is IMHO much safer
than on the top.. :)

Installing
==========
sand.bsp -> fortress\maps
sand.txt -> fortress\maps
TF_flag.MDL -> fortress\progs
Yh.wav -> fortress\sound\items

History
=======
v1.0 - The very first.

v1.1 - Had to decrease the detail level to a
somewhat lower state.

v1.2 - Ouch. One of the giant rocks had a
invisible gap. Fixed it.

Misc.
=====
If you add this map to your server, then let
me know about it.

Thanks goes to 'Commander Michl' for the
suggestions and advice. And to 'Dyer Keeper'
for her great RealAudio-show 'Blueprint
mints', whose advices definitely made me
aware of those damned polys.
Also, the 'Yh.wav' was borrowed from
border1, though I don't think the author
minds at all. Thanks for him anyway. :)
================================================================

* Play Information *

Single Player : For looking only
Cooperative : For Team Fortress
Deathmatch : It's no DM4, fraggerboy!
Difficulty Settings : No
New Sounds : No
New Graphics : No
New Monsters : No
New Demos : Yeah, right...
New Models : No
QuakeC Patches : Team Fortress

* Construction *

Base : "At the beginning, there was nothing..."
Editor(s) used : Quake Army Knife, Version 4.07
Known Bugs : A possibility of greyfills, though it should
be easily corrected by utilising more memory.
Build Time : Er. Quite enough I'd say. :)

Comments : This has definitely been a learning
experience when I've been making this map. I
thought I'd do this in a couple of days.
Well, I was wrong. It took a week and a half
to somewhat complete this, all while trying
hard to reduce those damn polys from the map.

Well, what's still left to do? Er...
- Polys: in some points over 500 polys
(Sometimes 1000!). 'Never again,' I hear
myself say. 'Never again will I do another
two forts in one outdoorish style!'

- Larger playarea: Yeah, right. I wanna do
something else for a change.