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File: Mr Flibble's Bases
Filename: flib10b.zip
Author: Mr Flibble
Downloads: 725
Description: Mr Flibble's Bases
Size: 279KB
Date: 10/04/2002

Click to Download
Additional Info:
**** This map designed for the TeamFortress v2.6 quakeC mod ****
March 1998
================================================================
Title : Mr Flibble's Bases (version B2)
: aka: Flibs 10th map! ;)
Filename : flib10b.zip
Author : Mark Rosten (Mr Flibble)
Email Address : [email protected]
Description : TeamFortress v2.6 Quake Map
: 2 Teams, standard CTF rules.
: bugfix release from v1.0
: (faster backpack respawn - server side)

Check out the TeamFortress homepage at:
http://www.planetquake.com/teamfortress/
================================================================
* Play Information *

This map does not work properly without the TeamFortress v2.6 QuakeC
patch, which can be downloaded from http://www.planetquake.com/teamfortress/
or from ftp.cdrom.com

Single Player : No, only for looking around
Cooperative : No
Deathmatch : No
TeamFortress : Yes, 10 teamplay starts per team, designed for 12+ players
Difficulty Settings : No
New Sounds : No
New Graphics : No
New Music : No
Demos Replaced : None

* Construction *

Editor(s) used : Worldcraft Registered v1.6
Known Bugs : none (at the moment)
Fixed Bugs : Ammo recharge pack on Reds base was flagged for team 1 (doh!)
: Sniper loft text reversed for Red base.
Changes : Changed speed of packpack respawns (and armour mdl skin to red)
Base : New level from scratch
Construction Time : probably one day off and on
Build Computer : 166 MHz Pentium w/64 MB
BSP (GL version) : 40.3 seconds
Light : 319 seconds
Vis - Level 4 : 126 seconds

Inspiration for level : erm, not sure really. probably 2fort5 and 2tech4 (awesome maps)

Thanks to : Id, The guys at TeamFortress for this STILL exellent mod.
: My brother Neil, Cousin Chris
: Special thanks to Grimm [502] for letting me know of the bugs from
: version 1. Thanks mate.

* Files included in this archive *
flib10b.bsp : Map file. (see below for instructions)
flib10b.txt : The text file you are reading now :)

* Game play *
This is a standard 2 team, 2 flag TeamFortress CTF level.
Each team must defend their flag and attack the enemy team and steal their flag.
Once the enemy's flag is placed on the flag drop square (it is labled, you can't
miss it!) then the capturing team gets 10 points and all team members get 10 frags.

* Things you need to know about this map *
Nothing much really. I have put a couple of signs in the level to show the flag drop off
point and a direction to take from the spawn room. There is a waterway connecting tunnel
that links the outside area with the main ramp room in each base.

* Map History *
I thought that before I designed a map for Quake2 using the new Worldcraft 1.6 that I
would design a quick map for normal Quake Team Fortress. I tried to get down on paper
some ideas, but drawing in 3d is a real pain sometimes to I just played with Worldcraft
for a while. The map probably took about 10 hours total on and off. I added a few little
touches each time I thought that it was finished. I was going to limit the class selection
on this map, but thought that might piss too many people off so I left it as standard.
The main idea for this map was to keep it ALOT smaller than my other maps. Hopefully this
one might get played on the odd server out there! (yeah, right, 10th time lucky perhaps?)

* Next map *
Perhaps a Quake2 CTF map. Until TF2 comes out, I will design for CTF.
ETA? Not sure, Next month or two if I can keep away from Ultima Online
(If you see Lord Maroc on Atlantic then say Hi).

* My Other Maps *
flibtech : 2 Teams, 2 flag, standard CTF level. Pretty large (most of my maps tend to
: get that way, I get carried away ;)
flibcas2 : Fixed version of flibcast with quite a few extra changes and redesign
of the rooms adjoining the flag room. (Chris ya git!)
flibcast : Original v1.0 flibcast map
2evil1f : 2 Teams, 1 flag
The single flag starts mid-way between both bases and each team
must get the flag into their own flag room and defend it. The
longer it is in their flag room, the more points and frags their
team gets. The other team must capture this flag and place it in
their flag room.
2evil2f : Standard 2 Team, 2 flag CTF map.
same layout as 2evil1f (see above) but for normal CTF rules.
hexTF : 2 Team, 1 flag idea. Get the flag from the middle into the ENEMYs
base to get the points. I personally don't like this idea now,
but let me know if you do :)
massivTF : My third map and first (released anyway) using the way-cool
editor Worldcraft. This map is huge, I encountered the Quake map
limits whilst designing this map. 2 large bases seperated by an
outside area with extensive waterways going into each base.
mbase_tf : A 2 team TF map with 2 identical bases seperated by a large body
of water. One of the first TF maps to use coloured textures to
identfy the base that you are in.
tf_attdef : My first map ever! (and it shows :)
A TF map designed for attack and defend with 2 teams

* Other Info *
If you like this level mail the server operators and let them know.

Any comments/suggestions/ideas welcome.
(there is someone reading this and looking at this level, isn't there??)

* A plea to server operators *
If you use this map on your server, please email me as I'd like to play
one of my maps in the Internet and see how it plays with loadsa players :)
If you have problems running this map (it crashes, etc) PLEASE let me know!
Thanks.

* How to use this map *
Copy the flib10b.bsp file into your quake\id1\maps or quake\fortress\maps
directory. In quake (using Team Fortress) type 'MAP FLIB10B' (no quotes)

* Copyright / Permissions *
Authors MAY / MAY NOT use this level as a base to
build additionallevels.This BSP may be distributed ONLY over the Internet
and/or BBS systems.

You are NOT authorized to put this BSP on any CD or distribute it in
any way without my permission.