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File: The Hedge
Filename: hedgfort.zip
Author: Jeremy Morton
Downloads: 566
Description: The Hedge
Size: 310KB
Date: 10/04/2002

Click to Download
Additional Info:
**** This map designed for the TeamFortress v1.3 quakeC mod ****
1/20/97
================================================================
Title : The Hedge
Filename : Hedgfort.bsp
Author : Jeremy Morton
Email Address : [email protected]
Description : TeamFortress Quake Map (Big)

Additional Credits to : id, the TeamFortress team, Ben Morris,
author of WorldCraft

Check out the TeamFortress homepage at:
http://yallara.cs.rmit.edu.au/~cookj/index.htm

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

This map does not work properly without the
TeamFortress v1.3 QuakeC patch, which can be downloaded from
http://yallara.cs.rmit.edu.au/~cookj
or from ftp.cdrom.com

Single Player : Boring
Cooperative : No
Deathmatch : No Deathmatch starting points yet.
TeamFortress : Very much so. 8 starting points
per team.
Difficulty Settings : No
New Sounds : No
New Graphics : No
New Music : No
Demos Replaced : None

* Construction *

Base : New level from scratch
Editor(s) used : WorldCraft v1.0a, EntEd
Known Bugs : None
Build Time : 2 Weeks Design, 1.5 Hours Compile.

* Other Info *

This is my first full level for Quake, and since I've been
playing a lot of TeamFortress recently, it seemed only natural
to make another map for it. For some reason, I'm out of room
for entities in Quake, so I don't have deathmatch starting
points in the level yet.

If anyone knows what

"Host_error: Too many static entities"

when loading a map in Quake means, or how to get around it,
please let me know. It seems to have a limit of about 150
entities...

I'd also like feedback on speed of the level. I have a
Cyrix P150+ w/ 32M, and don't really have access to a slower
Pentium, so I have no idea of what performance would be like
on such. I have simplified the level a bit as it is, but
let me know if it's too much.

Now about the level itself. It's a night level with a lot
of open flame. :) The main feature is a hedge maze between
the two fortresses. I've run vis at level 4 on the map, but
in a couple of places on the back of the roofs, there is
still some grey that appears occasionally.

The following is from 2fort23.txt (a big inspiration for
this level; thanx to John Cook), and it applies here, too.

"This is a two team capture-the-flag map. Each team
has their own base, at opposite ends of the map.

The objective is to infiltrate the enemy base, and
capture the enemy flag which is in their basement.
The flag must then be returned to the [pool on the
roof] of their home fort.

There are [two] resupply points on the second level
of each fort.

The frag count of each player should be their team
scores.

How to use this map:
Copy the hedgfort.bsp file into your quake\id1\maps
or quake\fortress\maps directory. Then run quake.
In the console, type "map hedgfort" (without the
quotes)"


Please let me know any suggestions that you have for the
map; especially if it's TeamFortress related. I've been
trying to make it balanced for TeamFortress play, but I
have yet to play it on a server.

* Licensing and Copyright *

This level is the sole property of Jeremy Morton. The files
hedgfort.bsp
hedgfort.map
hedgfort.txt
are Copyright 1997 Jeremy Morton and must be distributed
together at all times. These files may be distributed freely
when distributed together. This file may NOT be modified.
If you use "hedgfort.map" as a base or for inspiration,
please give me credit. :)