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File: Silicon Valley, v4
Filename: svalley4.zip
Author: Greymon
Downloads: 632
Description: Silicon Valley, v4
Size: 765KB
Date: 10/04/2002

Click to Download
Additional Info:
*** This map designed for the TeamFortress quakeC patch ***
http://www.planetfortress.com/teamfortress

23rd of June 1999
================================================================
Title : Silicon Valley, version 4
Filename : svalley4.bsp
Author : Greymon
Email Address : [email protected]

Future Map Info
will eventually be
provided here : http://www.geocities.com/Area51/Capsule/8143/fortress.html

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

Single Player : No
Cooperative : No
Deathmatch : No
TeamFortress : Yes, works for 2-32 players, best for 12-24
Difficulty Settings : No
New Sounds : Yes
enemy.wav goes in fortress/sound/misc
sv_cap.wav goes in fortress/sound/items
New Graphics : Yes
Both .mdls go into fortress/progs
chip.mdl
medpack.mdl
New Music : No
Demos Replaced : None

* Construction *

Base : svalley.bsp
Editor(s) used : Worldcraft.
Known Bugs : None.

Build Time : Too long.
=================================================================

-==Special Note==-
I have chosen to keep the name Silicon Valley on the map despite several people lobbying for me to change it. Several "players" who "allegedly" "live" in "Silicon Valley" tell me it looks "nothing" like it. But..I've never been there, so I wouldn't know. :) The name comes from the fact that I use "chips" instead of flags...companies fighting over...well, nevermind. *shrug*

Details:
Svalley4 is the third revision of svalley, my very first Quake map. Since the original version, the map has been completely overhauled: re-textured, re-lighted, and additional areas were added. I made svalley4 because I was never completely happy with the easily defended svalley3. So, i made these changes:

--Outside bridge is wider to allow more dodging capability.
--Hallways inside are widened for maneuverability and to reduce less choke-points.
--The chip (flag) return time is doubled.
--The flag room is moved to a position easier for the enemy to infiltrate, requiring more defensive teamwork. There are two entrances.
--Texturing and detail changes...purely intended for visuals, though I think some creative teams will find strategical value in these as well.
--Added a water entrance into the base. It is where the inner respawn used to sit. The respawn was moved to where the old flag room was. Thee is a grate that needs to be blown before accessing the water entry.
--Finally, a more comprehensive scoring system. Details follow.

-==SCORING==-
A) 2 TEAM POINTS are awarded each time the chip is removed from its pedestal (not everytime its touched). 2 FRAGS are given ONLY to the player who removes the flag.
B) 8 TEAM POINTS are given each time the chip is processed (capped). 10 FRAGS are given to EVERY player on the capping team. NOTE: The player who initally grabbed the flag leading to a cap will receive a total of 12 FRAGS for the process. All others receive 10.
C) The enemy computer terminal (capping place) may be detpacked for 3 POINTS and 3 FRAGS. This may be done as many times as possible. The computer repairs itself after 10 seconds.
D) Lastly, detonating the grate that blocks the water entry gives 4 points and 4 frags; only possible once. The grate can NOT be repaired.

Refer to my older visions for more detail on layout, etc.

===========================
Copyright and Legal Notices
===========================

This map is property of Greymon, me.

Permission is granted to distribute svalley4.bsp (and I prefer you do). Do not modify this map without my permission. If you run this map on your server you MUST invite me to play. Enjoy.