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File: Dead Souls Domain v1.3
Filename: dsdv13.zip
Author: JeRoMe
Downloads: 610
Description: Dead Souls Domain v1.3
Size: 920KB
Date: 10/04/2002

Click to Download
Additional Info:
**** This map is designed for the TeamFortress v2.7 quakeC mod ****
*** Release Date: 3/29/98 ***
================================================================
Title : Dead Souls Domain v1.3
Filename : DSDv13.zip
Author : Brock Gillespie (JeRoMe -=DS=-)
Email Address : [email protected]
Web Address : http://www.public.usit.net/wcgill/
Description : TeamFortress v2.7 Quake Map

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

Check out the Clan DeadSouls homepage at:
http://members.xoom.com/npox
================================================================


==================
*Play Information*
==================

This map does not work properly without the TeamFortress v2.65 QuakeC
patch, which can be downloaded from http://www.planetquake.com/teamfortress
or from ftp.cdrom.com.

Single Player : Nope
Cooperative : Nope
Deathmatch : Nope
TeamFortress : Oh yeah! (12 spawn points per team. 2 teams, Blue, Red)
Total Players : 8-32 (I highly reccomend that this map is played with at least 16)
Difficulty Settings : Nope
New Sounds : Yes (2 new capture sounds, and 2 other sounds)
New Graphics : Yes (Custom wad file. Which you can get off my web page)
New Music : Nope
Demos Replaced : None

==============
*Construction*
==============

Base : 2fort5, I used the layout, but with some BIG modifications.
Editor(s) used : Worldcraft1.6
Known Bugs : None yet. PLEASE let me know if you find one so I can fix it.
Build Time : About 40 hours (On a 133mhz, with 48MB RAM)
QBSP : 537 seconds
LIGHT -extra : 1636 seconds
VIS -level 4 : 1416 seconds
Remipdlx : 16 seconds
Bsp2prt : 9.5 seconds
Brush count : 1942
Total Textures : 65
Compiled for GLQuake : Of course! I used bsp2prt because other qbsp and vis programs
made some of the texture alignments go wacky. Also they decreased
the framerate around 3-12fps.

Misc : I used the normal compiling programs that come with WordCraft.
Why? I tried using Rvis but when I tested the framerate after
a full level 4 vis I ended up lossing about 6-14fps.


Thanks to : Id software, TeamFortress development team, The Quake Prefab Park,
The TFConsole, and my clan.

Special Thanks to : THE SHADOW -=DS=-
StormDaemon -=DS=-
And of course the whole -=DS=- clan.
Thx guyz(and gal)!

==============
*Installation*
==============
Copy the DSD.bsp file into your Quake\id1\maps or Quake\fortress\maps
Then unzip the wav files; jtcap.wav, holycrap.wav, takeflg.wav into your
Quake\fortress\sounds\items directory. Then put flgalarm.wav into your
Quake\fortress\sounds\misc directory. Then get on a server running this map,
or run Quake -game fortress. And then in the console, type "map DSD"
(without the quotes, if you aren't playing on the internet)

=================
*Version History*
=================
Version 1.3:
Added a door to the main entrance of each base, which works like the main door in Well6.
Fixed the jumplifts.
Tweaked the framerate a little.
Made the sniper decks a bit bigger.
Added a door to sniper deck so enemies couldn't enter resupply room.

Version 1.2b:
Re-compiled for GL.
Fixed another minor bug.
Tweaked the framerate a little.

Version 1.2a:
Full -level 4 vis.
Fixed a few texture alingments.
Fixed a few major bugs.

Version 1.1:
First public release.

Version 1.0:
First beta of DSD.

=======================
*Disclamer & CopyRight*
=======================
I am NOT and WILL NOT be held responsible for any damage or problems
if this map causes proplems with your computer
(it won't as far as I know), in any shape form or fashion.
This map (DSD.bsp) is copyrighted 1998 by Brock Gillespie.
You MAY distribute this map over the internet as long as this text file remains intact and
in this zip file. Its free. I intended it to be, so keep it that way.
So in other words. DO NOT make any money off of this map. You MAY NOT distribute this over
a CD-ROM. All names, sounds, and graphics are copyrights of the respective authors.

==========
*Overview*
==========
I designed this map was made with the intention of it being used for clan battles.

If you like this level mail the server operators and let them know.
Also please send me some mail and let me know what you thought of this map.
The more feedback I get the better the next map will be. :)

This map was designed after 2fort5, but there are some big changes.
First off, the forts aren't facing each other, they are seperated by
the middle grounds. Second, each fort now has a "pillbox"(Just big enough
for two people), which can be destryoed and repaired. Also, the bridge in the
middle grounds can be destroyed with a detpack and repaired by an engineer.
And the basements are alot bigger than in 2fort5. There is
no longer a just spiral stair case connectting the basement and the fort,
I replaced them with a "Jump lift". There are other things but I'm not going
to spoil the surprise.

I built this level with the polygon count in mind. I've notice in some maps
the framerate will go down BIG time in some areas. I did my best to keep the
polygon count low and the framerate high through out the whole map.
The grappling hook isn't enabled but I built the level so you can still
go to all parts of the map without it.

The scoring is 10 points for the capturing team and 1 frag per kill. Although this might
change depending on what server this map is on. The ammo rooms are like the ones in 2fort_SK,
so you shouldn't ever have to wait for ammo.

=============
*Other Info*
=============
In the future (if you like my map) check out my web page where you can get the
latest news, and versions of maps I've made. You can also get any news on any of
my future projects.

================
=JeRoMe's Place=
================
http://www.public.usit.net/wcgill


Enjoy! And good hunting!