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File: Xcaliber 3
Filename: xcalibr3.zip
Author: Zang[KiN]
Downloads: 582
Description: Xcaliber 3
Size: 925KB
Date: 10/04/2002

Click to Download
Additional Info:
**** This map designed for the TeamFortress v2.666+ quakeC mod ****
2/26/98
================================================================
Title : Xcaliber 3
Filename : xcalibr3.bsp
Author : Brian Callaway aka Zang Tuum Tumb
Zang[KIN]
Email Address : [email protected] or try [email protected]
Description : TeamFortress Quake Map

Additional Credits to : to ID, for Quake
: TFSoftware for whom without, bored we would be
: The Kindred Clan for helpfulness in testing,
opinions & ideas
: The TF Map Making mailing list
: Dyermaker, Raistlin, and Robin
: Tresmer & Myriad Isp for their GREAT Qtf Server!

Check out the TeamFortress homepage at:
http://www.planetquake.com/teamfortress

And The Kindred's Clan's TF page at:
http://personalwebs.myriad.net/xodus

And my page at http://www.vvm.com/~zang
And soon at geocities/timesquare/fortress/1007

================================================================

* Play Information ******************

Single Player : Yes, in TF mode
Cooperative : No
Deathmatch : No
TeamFortress : Yes, of course!
Difficulty Settings : No
New Sounds : Yes
New Graphics : Yes
New Music : No

* Construction **********************

Base : New level from scratch
Editor(s) used : Qoole v2.30
EntEd (I'll reg soon Raistlin! Is that payable in beer?)
Known Bugs : Main room is detail rich, so I am sure some will
experience lag or greyouts here, but I did the best I could.
If you attempt to detpak your own gate, the detpack.mdl
stays. I call it a server bug! :)
And the upper respawn lifts have a slight angle to them,
I didn't know it would act as sort of a speedbump, sorry!
There were no compile errors at all, beat that for a map
this rich in detail!
Build Time : Took about 2 weeks solid from start to finish for base map,
a few days for version 2 and the same for 3.
: qbsp : 1 hour 9 minutes
: light : 18.3 minutes
: bsp2prt : 5 mins
: rvis (4): 19463.0 secs (6 hours) (for transPwater)

Build computer :P166 with 32 meg ram + Xodus' P2-233/64 for the water vis

* File Info *************************

There are Six (6) files in the zip

Put these into your fortress\maps
- xcalibr2.txt (this text file)
- xcalibr2.bsp

These wav files go in fortress\sound\items
- cbd-armr.wav I dunno who made this, but I caught it floating
around on undernet (#wavs'r'us) It's great!
- swrdpull.wav Self made

These files go in your fortress\progs
- myr_stan.mdl Myriad ISP's Quake standard, and it fits Xcaliber's
theme better than a normal flag.
- crystal.mdl This is from Dyermaker's Iceland (thnx DM!)

* Game Play **************************

The object of this map is to get the enemies banner and return it to your
main room on the upper deck. What I really wanted to do is redo the entire
bottleneck layout of most 2fort4 type maps. I count no less than 5 ways into
the enemy fort, 4 ways to the banner (2, maybe 4 ways out) and so with all of
these ways, I made the Main Royal Hall a very elegant bottleneck in itself.
I have no idea what defense will do, but I see this room as IT.
The map is a bit linear, but hey! It's my first Quake map, let alone my first
TF map...so stop whining! :)

Oh, and I had fun setting up the front gates (doors) to where they do open
for their own team from the outside (both teams from the inside) and can also
be detpacked by the other team.

Again, I always loved elaborate architecture when making maps for Doom2 and
of course Quake let me do so much more.
I did run into brush limits on this one so I had to del a lot of what I had
(bsp time 4 freaking hours! Didn't even attempt to vis that puppy) and I hope
everone likes my lighting (I almost called the map Twilight. I never name a
map until I'm done with it)

Of course the grappling hook is disabled in this map. Map is NOT designed for it!
(Only map I've seen the grapple work well in is The Street)

* Version 2 Reference *******************

1. Fixed various textures
2. Redid the upper respawn area to make it more roomy
3. Light, light, light!
4. Added some water boulders to break up some lines
5. Cut some detail from main room, but looks better!
6. Fixed the camera
7. Added the cool startup screen ala Dyermaker & Midori
I hope everyone's seen Midori's BAM4 ending screen, but check out
Dyermaker's startup screen for Iceland3! It rocks!
8. Fixed the respawn door that would open thru a thin wall beside it.
9. Fixed the camera (dammit, Qoole won't save my mangle values!)
10. Did work on the bridge
11. Changed the flags to banners
12. Added flaginfo status
13. Fixed some blue respawn angles

14. Added the Xcaliber and its attendant chamber.
This item is simply a dressed up quad/invulnerablity available
only when a player has grabbed the enemy banner, and then pro-
ceeded to the rafters in the enemy fort and obtained Merlin's
crystal nested there.
After aquiring the crystal, the player then takes flight to the
underwater area and is able to pull xcaliber from the stone!

notes: The crystal may only be obtained after aquiring the enemy banner.
This will definitely be harder with the more players there are,
and it will not be an easy task getting to the top deck, and then
to the rafters. So I foresee mainly soldiers getting the crystal.
Or maybe those proficient gren jumpers like me! But be aware that
to get the crystal, you have to go thru the fort, grab the banner,
make your way back thru the fort, jump to the upper deck, and
then jump to the rafters. You will pretty much have to make it
thru with no damamge to get it...but what a treat if you do!
Xcaliber lasts 40 seconds.
I loved making the Sword and Stone, hope everyone likes it!


* Version 3 Reference *******************

1. More texture fixes
2. Changed a lot of the language to fit the map
3. Worked out a 'sigil' system, so that flags show as the gold icon
on your console, the crystal shows as the blue one.
4. Nixed some torches to improve the r_speeds (boy, does it need it!)
5. Added a plankway to the rafters, but on opposite side from respawn,
let's not let those engineer's have it all...
6. Added a bit of ammo and stuff to xcaliber
7. Dressed up the map's entry screen
8. Found and fixed that dang CNP_r error! Woohoo!
9. Fixed the lift height error (Thanks C_artma_n!)

* Map secret *

For those who read this far! Stand in the middle of the bridge and do a power
gren1 jump straight up! It takes you to the startup screen, but there's not
anything there but the pretty room and a way out.

* Greets ********************************

The Kindred clan! Xodus, Lord Z, Sueto, Hman, Beef, Lert, Phoenix,
Striker (damn you're one scary sniper), Proxima, XBoBX, Wormer, C_artma_n,
BladeZ, Trubec
Dyermaker, Clan Gangrene!, God, patricia ford (she is goddess!), Luuuuuuuuuu!!!!!,
Spooky, J-bear, Mom, Dad, Charles, & the Wavs'r'us family!
The Myriad Regulars! Rail! (Hi rail!!), MarZ, Bushido, obiwan, Mr. Hankey,
the RK guys, et. al...too damn many, you know who you are)
and MOE (getcher ass back here)
And all you guys/gals on the TFMM list
Look for KIN in the ITFL! We just want your blood! http://www.itfl.com

* COPYRIGHT NOTICES and PERMISSIONS *****

This map is copyright 1998 by Brian Callaway. If you want
to include this on a collection of Quake maps you MUST ask my permission first.
This text file must be included in any distribution of this work except for
server downloads, of course. This map may be used as a base for any and all map
makers just give credit to me if you do.

Please note that this map is signed by me in the Worldspawn entity and by a tag
included, in brushes, in the map itself to prove ownership. (great idea BobM!)
Copyright infringement will be dealt with legally. You are forewarned.

Thanks for reading the whole textfile!