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File: Twin Trees 7 years later
Filename: 2tree7.zip
Author: Mathieu Perrenoud
Downloads: 665
Description: Twin Trees 7 years later
Size: 1.6MB
Date: 10/04/2002

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Additional Info:

================================================================
Title : Twin Trees 7 years later
Filename : 2tree7.txt
Author : Mathieu Perrenoud
Email Address : [email protected]
Map web site : http://www-iis.unil.ch/~mperreno/2tree7.html


This archive contains five files:
-2tree7.txt Description & Building Informations
-2tree7.bsp That's the map. It goes to id1/maps or fortress/maps
-lock4.wav Put it in id1/sound/items or fortress/sound/items
-yh.wav goes with lock4.wav in sound/items
-ball2.mdl goes to id1/progs or fortress/progs



Changes from version 5:
-Textures reworked, new decorations outside.
-Respawn rooms transformed: respawn points clearly marked, no more ammos, only backpacks, teleporter from
lower respawn to upper.
-New passageway to flag, leads behind the Pyramid, come from underwater, needs to be detpacked (may be closed)
-New architecture before the capture point, to allow defense to be settled here.

Changes from previous versions:
-There is 2 lifts in the well room to go to the room above. They're for both teams but only one way.
-The capture is now 10 points for everybody. No more bonus for capturer...
-Small problems fixed here and there...
================================================================

* Play Information *

==================================================================
Consult the web page: http://www-iis.unil.ch/~mperreno/2tree7.html
==================================================================

Capture the flag style map: two teams, two flags. The flags are in enemies base, on a pyramid. They go
on your base, but you must not take the main entrance... Follow the one on the right after the bridge.

Features summary:
-Big Map, for big teams...
-Big tunnel network that leads everywhere
-Three detpackables points: The door in the first room underwater. The grate to the flag may be detpacked to
stay open. A secret door behind the pyramid (maybe opened and closed with detpacks). The two first give one point
to fellow demo who blowns them.
-Two Respawns rooms per team, with three respawns points.
-Huge outside area with complex architecture, rocks, arch, gondola, bridge, river....
-A secret door will open on capture (just under the capture point: resupply, small quad)
-Architecture allows all classes to be useful...
-Detpackable doors to demo
-Multi-level zones to Rocket Jump on
-Underwater way for spies to infiltrate
-Complex architecture to build sentries
-Miradors for snipers to shoot at will
-A mix of small and big areas for others classes to run and kill around



TeamFortress : Yes!
Single Player : Bof, not really. But if you'd like to.
Cooperative : No
Deathmatch : No
Difficulty Settings : No
New Sounds : No (the sounds included are not mine...)
New Graphics : A few Textures
New Monsters : No
New Demos : No
New Models : No
QuakeC Patches : No

* Construction *

Base : 2tree5
Editor(s) used : Quake Army Knife, Version 4.07
Known Bugs : None.
Build Time : A couple of say from previous version



Copyright and blabla:
Thanks to all quake and teamfortress players and designers.
Thanks to ? for ball2, lock4 and yh.wav