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File: Pool Sharks
Filename: poolshark.zip
Author: Timothy Taylor
Downloads: 589
Description: Pool Sharks
Size: 217KB
Date: 10/04/2002

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Additional Info:
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* LEVEL INFORMATION *
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TITLE : Pool Sharks
FILENAME : poolshark.bsp
REVISION : 2
AUTHOR : Timothy Taylor
DATE : 09.19.2000
GAME : HL | Team Fortress Classic
EMAIL ADDRESS : [email protected]
HOMEPAGE URL : http://www.tiac.net/users/tarcher/

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* LEVEL DESCRIPTION *
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This is a gimmick level based on pool. Billiards, that is. The object is (as a
sniper) to get your balls (prez's) into the pockets. One point per ball. Oh,
and you have to go over to that pocket to collect the point. You'll know weth-
er or not you have points to collect based on a set of lights that go on when a
ball enters a pocket. As prez, the object is to avoid getting knocked into the
pockets. You score 1 point for every ten seconds you remain on the board. You
lose 1 point (personally) when you are knocked into a pocket.

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SINGLE PLAYER : N/A
CO-OPERATIVE : N/A
DEATHMATCH : N/A
TEAM FORTRESS CLASSIC : 4 Teams
: 18 Player Respawn Points
SUGGESTED PLAYER LOAD : 12

NEW TEXTURES : Yes
NEW SOUNDS : No
CD TRACK # : 0

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* CONSTRUCTION *
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MAP BASE : New Map
PREFABS USED : None
EDITOR(S) USED : Worldcraft 3.3
COMPILE TOOLS : Zoner's Half-Life tools v2.31

KNOWN BUGS : Sometimes the light will be off over a pocket and you
can still collect a point there. This means there was
a point for your team, and a point for the other team
waiting for collection, and the other team got there
first. I could have fixed this bug by adding more
lights, but I'm lazy. Don't worry, i'll fix it in the
first revision.

COMPILE MACHINE : PIII 600, 64MB RAM
COMPILE TIME : CSG - 9.78s
BSP - 5.27s
VIS - 22.02s
RAD - 130.40s
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Total - 167.47s (About 2 and 3/4 minutes)

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* REVISIONS *
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Revision 2
- Scoring adjusted /way/ down for the balls. 1 point per 10 seconds.
- Smaller chop and texchop were used during RAD (that's why it took longer)
- 'Chalk' resupplies added for snipers (Good idea, MPG)
Revision 1
- Changed scoring system to 5 points to the balls for every 10 seconds they are
on the board.
- New textures! w00t!
- Reduced lighting (took out 4 of the 6 lamps).
- Changed trigger_push entities to 25% func_frictions. Reduced rediculous
numbers of bounces.
Revision 0
- First revision features
* Scoring: 1 point for prez and snipers when prez is knocked into the pockets.
* Scoring: Lamps light up, and a player has to run over to the lamp to get the
point.
* Low friction surface with trigger_pushes back from the edge for the prez's

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* OTHER LEVELS BY THE AUTHOR *
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frogwater_alpha - (Frogger River)
bowlarama - (DuckHunt's Bowl-A-Rama)

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* SPECIAL INSTRUCTIONS / ADDITIONAL INFORMATION *
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Unzip the archive into your tfc directory. Folder information has been saved.
If you want a better squeak sound, the path to place it under is:
sound/squeek/sqk_deploy1.wav
Yeah, I was too lazy to go on the net and find a new one.

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* CREDITS *
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Valve Software : For making a great game
Splumph! (AoE) : For the concept
You : For testing out this level for me
Jim Nobles : For his wood texture that I found on the Wally Hompage.
Contact: [email protected]
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* COPYRIGHT / PERMISSIONS *
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Authors MAY NOT use this level as a base to build additional levels.

You MUST NOT distribute this level UNLESS you INCLUDE THIS FILE WITH
NO MODIFICATIONS!!!. If you don't co-operate, then DON'T DISTRIBUTE
IT IN ANY FORM!!.


This LEVEL may be distributed ONLY over the Internet and/or BBS systems.
You are NOT authorized to put this LEVEL on any CD or distribute it in
any way without my permission. I would, however, be honored if you did -
if you would only email me first!