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File: 2tallforts 0.1 revised
Filename: 2tallforts0.1.zip
Author: Hank
Downloads: 600
Description: 2tallforts 0.1 revised
Size: 996KB
Date: 10/04/2002

Click to Download
Additional Info:
**** This map designed for the TeamFortress v2.5 and higher quakeC mod ****
Release Date: january 8, 1998
================================================================
Title : 2tallforts 0.1 revised!
Filename : medusa.bsp
Author : James I. Battles aka: Hank or MaTr1X Hank
Email Address : [email protected]
web page : http://okaloosa.com/law/bailbonds
Description : TeamFortress v2.5+ 2fort style map

Additional Credits to : My buddy Jeremy morton dba:ENTED
He was very instrumental in my entity education!
: -id for making Quake
-The guys at TF
-Ben Morris for WorldCraft
-My Family for putting up with me!
-All the map makers of TF Maps

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

* Play Information *

This map does not work properly without the TeamFortress v2.5 or
higher QuakeC patch, which can be downloaded from
http://www.planetquake.com/teamfortress or from ftp.cdrom.com

TeamFortress : yes
Single Player : Nothing to kill, no oppenent
Cooperative : No
Deathmatch (2-16) : I threw in a couple dm spawns
Difficulty Settings : No
Sounds : list of revisions at the bottom!
New Models : yes---tt1.mdl
New Textures : No
New Music : No
Demos Replaced : None
AutoTeam : yes
Hook : No

* Construction *
"This is a final release "
unless there is a miracle out there!

Base I have done all that I can do with this if it still has grey , I
guess we will have to live with it unless somebody comes up with
a miraculous idea for a fort that was truly too tall and now
revised and maybe not so tall but still maybe too tall. I don't
know because as I am writing this the vising is about to begin.
Anyway I say "learn it , know it , live it, love it! The future
will only bring improvement!

Editor(s) used : WorldCraft
ented
wqbsp
VIS normal
Qme-lite
Known Bugs : No
Build Time :
wqbsp : 161 sec.
light -extra : 2,652 secs
VIS -level : 19,172 secs

* Other Info * !!!!!!!!!!!!!!!![[[[[[[[RENOVATED]]]]]]]/////!!!!!!!!!!!!!!!!!!
Description:
This is similar to all the rest. you have two forts opposite each
other, with a pretty mean snipage setup on the roofs.
I believe in face up confrontation, so get prepared.
Steal their flag and head for your fort's basement. There you will
find a tunnel, that will lead you to the elevator the scoring point
is on the cliff next to your fort,where all the snipage will be going
on. There is backpacks abounding , some with ammo , some with armor
and some with some of everything including both grenade types and detpacks!
Some backpacks can be used by both team and some cannot.
The doors to the respawns lower are team_no setups to protect us grownups
from the cheap kill.I even added some art:)
This map is freeware. Enjoy it and remember if you don't like the map
It is not the end of the world.
Excerpt additional: I have added these ring thingies that respawn every 2 minutes
for the interest of activity. They give a single player some armor
and a couple grenades and 30 second of invisibility:)
One for each team assigned to that team just inside their
front doors under a picture on the wall.
I have also taken out a few things from before and added
a few things. I even shortened the height substantually,
so I guess you might say this is maybe not so tall 2tallforts!
However it is decidedley better!
Additional B. S. This is an example of a map that is still too tall to vis
properly. I have tried and tried but to no great discovery
There is still some greying , but it isn't totally terrible
unless you are up high and snipers use autozoom so what can
I tell you. If anybody knows something like maybe I was thinking.
Is there any way you could rig a glass multiple trigger thing
that you could shoot through but was sufficient to cause grey
away or something. I noticed while playing airscout on well6
That no matter what angle or how you jumped in the middle
between the two forts there was some kind of strange barrier
up high.. Anybody help is welcomed!!! E-mail comment to:
[email protected]
Thanks!
Late breaking update: Monica lewinski is a Rad q2 deathmatcher. She kicked my ass!
I asked for a date , but she wouldn't respond :) Do you think
She might really be a man ? {;o) I'll bet Mr. Bill Knows!
Oh, I was rambling. The update is I have added crows nests.
Maybe they will help the vis. They go up high:)
Installation: The medusa.bsp is to be extracted via- winzip or what ever
unzipping utility you prefer the quake/fortress/maps dir.
Sounds and models
Well it is the future now and There is a little bit more
complication to everything, but let's hope not much!
I have put the sounds in named folders that go in the
sound folder in the fortress folder. The only 2 additions
are : I changed the sound for grabbing the flag to list
from the ID1/sounds/Ambience/Thunder1.wav
I added the sound for the new model, and it is in
quake/fortress/sound/artifact/pickup.wav
The program model eg. tt1.mdl goes in the :
quake/fortress/progs/tt1.mdl
After all is done you can run a -game fortress parameter if you wish
to check out the map, but it's an internet map. Sorry no monsters:(
However my revamping of this map was desparatley needed and it paid
off too! I found more crap out of alighnment than I would have ever
imagined. So I have a quest now to improve everything I have released
thus far. I recently released a map called hatfield vs. mcoy and it
was of the standard I would like the rest to meet. After that is all
done I will start on a kind of command point map that will be really
fun if I can ever complete it. Anyway that's the news from my end of
the pond.This is all kind of a hobby I guess at least for now So Enjoy!
Brought to you by: The unknown man with a plan too! {:o)
NOW GET OUT THERE AND KILL SOMETHING IN A TEAM SPIRIT!
No not me! But then again maybe.