Docks originated in a pen and inkwash drawing which formed part of a "Dungeon
Interiors" series I made to give the idea of what Dungeons & Dragons was all
about.
Then at WesterCon '77, in Vancouver, British Columbia, Kate Wilhelm and Damon
Knight brought me to an actual D&D game which, up until that time, was just "some
game" that friends made up and other friends played.
When writing levels in Wolfenstein, ROTT, G.O.D.D. and others, I often used this
theme, and in the G.O.D.D. engine, you will find this same scenario in splendiferous
detail and very increased size with no vis problems.
Vising this map was a pleasure and a breeze, and I want to take a moment to thank my
Bardo pal Kru-ruk for the use of his "Tanker Truck #1" for the center break. Wait 'til
you see his fully tricked out 18-Wheelers in his own levels! There's serious talk
amongst those who have seen them about driving one of those puppies home...
I approached this like a real engineer would; I didn't draw a single wall until I'd asked
myself the magic question: What, exactly, is the problem? You can't possibly set about
solving a problem that hasn't been defined, except by sheer serendipity. Okay, so the
problem is defined thusly: where do people mostly end up actually playing TF?
There are three main answers, and many more besides. The three answers I addressed
came from thousands of hours of online Quaking, in DM, CTF, TF and Hexen II.
Da Ramp Room.
Everybody loves a ramp room, and any class can have a great romp in one, so
this map features a rectangular ramp room as one enters the loading area of the
Red and Blue warehouses.
Da Key Room.
There's a tiny little squidgy place under the upstairs ramp where you'll find a
glowing thing that looks like a credit card. That'll be the flag. Take it out of this
close-combat zone to your base, upstairs and to the left just across from your
respawning room. Can't miss it. This little room is destined for some truly great
fragfests.
Da Great Outdoors.
Again, all classes can have fun out here, especially amongst those great diesel
tankers Kruruk put out there for me from his 18-wheeler library collection he's
been writing for his more advanced levels. You should see the ones that are all
tricked out!
The storyline goes like this: Reddish Trucking International has a warehouse and
loading dock directly across from Bluish International Trucking, and neither one can
stand the fact, so they're after each other's credit card so they can use it to break the
other's bank and ruin their reputation, company name and good credit, such as it is.
Two tankers have come into the yard, one Bluish and the other Reddish. Whichever
team can run up the most bills on the other's credit card gets to gas up and win the race
to market.
-- Gorebag
-- Kruruk
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Running this level : This map is designed to be used in conjunction with the
standard quake/tf qwprogs.dat file. You only need put the
uncompressed bsp file into a \quake\tf\maps directory.
Use your favorite pkunzip or winzip to uncompress this file.
Put bsp file into \quake\tf\maps
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