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File: TF Experience, v4.0
Filename: tfexper4.zip
Author: Crazy Ivan
Downloads: 626
Description: TF Experience, v4.0
Size: 611KB
Date: 10/04/2002

Click to Download
Additional Info:
*** this map designed for the TeamFortress quakeC patch ***
http://www.planetquake.com/teamfortress

May 14, 1998
================================================================
Title : TF Experience, version 4.0
Filename : tfexper4.bsp
Author : Scott Walton, aka. Crazy Ivan
([email protected])
Thanks : It is imoportant to recognize those who's input
resulted in a significant influence over design
changes in this map. Without these people parts
of this map would not have been possible.
Changes, as noted in the 'what's new' section
were inspired by Dyermaker and my partner in map making,
Greymon! A big thanks to them and all who beta
tested the changes.
Description : A 2fort style map with a smaller floor plan
and some interesting architectural variations.
This map is designed for a lot of fraging and
is intended to be difficult to cap on if the
defensive plan takes advantage of the intended
architectural designs.
(Additional information given below)

Where to get it : http://ivan.bellsouth.net, ftp.cdrom.com
================================================================
* Play Information *

Single Player : No
Cooperative : No
Deathmatch : No
TeamFortress : Yes, works for 2-32 players, best for 8-24
Difficulty Settings : No
New Sounds : No
New Graphics : No
New Music : No
Demos Replaced : None

* Construction *

Base : None
Editor(s) used : Worldcraft
Known Bugs : Some complex brushes may show seams but this does not affect
gameplay.

Build Time : This map took forever as it was built from the ground up with
just a concept in mind. Also, being this is my first map, it
was indeed a learning experience, thus the name. Enjoy!
=================================================================

Details:

Whats New? : A review of this map by Dyermaker, while favorable, gave rise
to considering some changes. They are as follows:
1. A new entrance into the basement area via a detpack'able
grate. This is also reversible by another detpack explosion.
2. Sentry area doors are now only accessible by an engineer.
3. Moved respawns up to avoid telefragging.
4. There is now a 10 second delay on the activation of grenade
refills and you only get 2 type 2 grenades. An effort, however
feeble, to avoid spamming.
5. Widened lower respawn hallway from version 3, and added a little
alcove to hide in.
6. Quad damage was removed on lieu of the second egress path.
Note: You can check out the latest map reviews on her talk show each
week at http://www.geocities.com/TimesSquare/Fortress/7065/bpmshow.html
A no clip texture was added to the side windows in the entrance alcove
to make it a little more difficult to egress the base with the flag.

Standard 2fort info-

This map is designed specifically for the TeamFortress quakec
patch v2+.
It is capture the flag style map, with the following objectives:
The blue team must capture the red flag from the basement of the enemy
base, and take it to the battlement of the blue base.
The red team must capture the blue flag from the basement of the enemy
base, and take it to the battlement of the red base.
Each team must try prevent the opposing team from achieving their objectives.
If the flag carrier is killed, they drop the flag to the ground where it remains
for 30 seconds after which it returns to the basement. Unlike standard CTF,
team members cannot return the flag by running over it.

Architectural info-

There are several key design features that make this map nicely designed for a defensive
battle.
First, the platform above the entrance to the flag chamber is ideal for the engineer to set
up shop. It is also easily accessible to the resupply room making speedy level 3 sentry's
possible.
There is two ways out of the basement now. The first is via the spiral staircase
which is housed in a rectangular structure. This makes it very difficult for the speed
demon scout to shoot up the staircase without losing his footing and falling to the floor
below and into the arms of the defending units. The second is via a detpack opened grate in
the floor which leads through some steep passages and out into the main water alcove.
The entrance to the base is designed in a way so as to force all incoming units to pass through
an alcove in the front. This alcove has openings above for snipers to pick off unsespecting units
as the enter. This sniper positions protected from enemy sniper fire from the oppostion's base
making it easier for the defending sniper to concentrate on the task at hand.

Enjoy!

===========================
Copyright and Legal Notices
===========================

This map is property of Crazy Ivan (Scott Walton).

Permission is granted to distribute tfexpr.bsp in a public forum as long
as this text file (tfexpr.txt) is always distributed with it.

All other rights withheld, in particular:
- You cannot reverse engineer, alter, modify or in any ways change
tfexpr.bsp or this text file and then redistribute it without
expression permission from the owner (Crazy Ivan).