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File: Funhouses
Filename: funhouse.zip
Author: Cattlebritches
Downloads: 614
Description: Funhouses
Size: 799KB
Date: 10/04/2002

Click to Download
Additional Info:
Funhouses for TeamFortress


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YOU must have the latest TEAMFORTRESS version to play this map. Go
get it at http://www.planetquake.com/teamfortress as well as tons of other
sites.
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Mapname : Funhouses
Filenames : funhouse.bsp
laugh2.wav
b3.mdl
Author : John Morse aka "Cattlebritches"
Contact Info : ICQ UIN: 1763661, Email: [email protected]

realistik: 2018739 (UIN) [email protected] (Email)

Thank You: I need (and want) to thank thank realistik from Clan SinTheTiK
who has helped me out a whole bunch. He made the balloon
model for me since I couldn't manage to do a thing with qME.
He also fixed some "bad" textures for me too. And last
but not least he listened to all my bitching and moaning
about every single problem I encountered. Thank you realistik!
Please do not send negative comments to realistik. He is an
innocent bystander. Feel free to share good comments with him,
I doubt he'll mind =]


Map description: uhhhhh.... Funhouses. A lot of things that I would
have liked to do were left out because I was afraid
of pushing my luck with the Quake engine and Quake
servers. Anyway, it is 2fort like but with neat things
here and there... Look below for a better description.


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Instructions:


1) Place funhouse.bsp in you Quake/fortress/maps folder.
2) Place laugh2.wav in your Quake/fortress/sound/misc folder. If one
doesn't exist then go ahead and make one.
3) Place b3.mdl in your Quake/fortress/progs folder.


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FILE INFO:


Editors used: Worldcraft, Ented
GL-VIS: NO (see below)
New sounds: YES
New Models: YES
New Textures: hmmmm, I have used a lot of textures I haven't seen before
but they are mostly downloaded from here and there...
Deathmatch: NOPE
CTF: NOPE
Teamfortress: WOOHOO!
Alone: sure if you want to walk around I guess (no monsters)....
Compile Time: 10 minutes on a P166/40MB RAM
Known Errors: none (yet?)




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GAMEPLAY


Funhouses is a capture the flag, or in this case balloons, map.
The basic layout of the bases is similar to 2forts but there are
plenty of things here and there that will add a sense of being different.
There are tricks and traps here and there. Some are potentially deadly
and some are just to be goofy. The enemy balloons are in the enemy
basement in a small house of glass (also called a house of mirrors). AS a
BONUS for those of you who actually read this readme I will say that when
you grab the enemy's balloons there is a teleporter right beyond them.
Just take an extra step and you will enter it. It only takes you to the
next room but if there was an enemy demoman with a pipebomb trap, just
waiting for you (with a smirk on his face) it could come in handy =]
Most rooms or different themed areas are separated by a wall of water.
This serves two purposes 1) it cut down on total poly count which SHOULD
help cut down on lag and SHOULD eliminate any gray areas from appearing.
2) It also makes it kinda wacky because you never know what/who is waiting
on the other side. This map is NOT VISed for GL transparent water. These
2 reasons are why I didn't GL-VIS. Plus a GL player would have a huge
advantage over a nonGL player (or maybe there would be so much lag that a
GL player couldn't even play... who knows?) The enemy balloons are captured
behind the clown hat on your funhouse roof. The resupply packs are in open
rooms! I repeat! The resupply packs are in open room! This will be very
evident once you play this map. HOWEVER, the resupplies do NOT refill enemies.
It does however make it difficult to just sit in there. This is NOT meant for
an open invitation to respawn camp which is a lowly form of gameplay. BUT if
a teammate is about to grab the balloons it would seem beneficial to keep
people busy with something else while they ran like hell no wouldn't it?
Let's try to show some self-control everyone... Resupply packs resupply
you FULLY every 1 second so it shouldn't be necessary to sit on one pack
for any length of time. I had to cut myself short at 250 entities (I think
that is a lot...) but I would have liked to have done so much more! There
are trains, elevators, platforms, fake walls, wind tunnels, slippery floors,
and all kinds of other stuff. Rooms are pretty big since I was met with some
resistance in my 1st map making experiment of small confined areas... OK!
Let's PLAY!