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TFC > Maps > Individual/Unsorted Maps
File: Theft
Filename: theft.zip
Author: aXon
Downloads: 658
Description: Theft
Size: 1.8MB
Date: 10/04/2002

Click to Download
Additional Info:
Theft by aXon

http://pixel.thefortress.org/
http://www.drunkencoon.com/

Blue/Red Team: Take the enemy flag from
its base and capture it at Yellow's capture
point. 10 points per capture.

Yellow Team: Guard your capture point! If
you do get either enemy flag, you must take
it to the other team's cap point. Red flag
to Blue base and vice versa. 5 points per
capture.

Dropped flags return after 90 seconds.

Every team has a water entrance and a
detpackable grate.
================================================================================
Unzip this file to it's proper place, and don't delete it! It contains the
map info that is displayed when you first enter the map.

================================================================================
* HALF-LIFE LEVEL INFORMATION *
--------------------------------------------------------------------------------
TITLE : Theft
FILENAME : theft.zip
AUTHOR : aXon (aka [MST]TomServo-TPF-)
DATE : 05.06.2000
TYPE : TFC
EMAIL ADDRESS : [email protected]
HOMEPAGE URL : http://www.drunkencoon.com/ | http://pixel.thefortress.org/
.zip CONTENTS : theft.bsp (map itself)
theft.txt (you're lookin at it)
theft_*.tga, theft_*.bmp (new skybox, 12 files total)
materials.txt (makes new textures from 1.0.1.6 patch work)

--------------------------------------------------------------------------------
* LEVEL DESCRIPTION *
--------------------------------------------------------------------------------
Map Objectives:
This is a 3-team map. Blue and Red must take each
other's flags to Yellow's base, similar to "Yellow
Guards". Unlike that map, though, Yellow can also
capture. If they take either enemy flag to the
OTHER enemy team's capture point (blue's flag to
red's cap point, and vice versa) they can score.
The thinking behind this is to reduce Yellow's
tendancy to attack either enemy team's base, since
they'd have to carry the flag a LONG way. Yellow
also cannot play Scout or Spy, to encourage them
even more to be mainly defense.

If all that sounded confusing, don't worry.
In-game, when you pick up a flag a text message
appears telling you where to take whatever flag
you got. If you still take the flag to the wrong
capture point, you will be told where to take it
again.

Of course the map can also be played as a straight
up CTF if no one is on the Yellow team. In all
other cases however, TEAMS SHOULD BE PERFECTLY
EVEN. What I mean is that Yellow should have the
same number of players that Blue and Red have. The
map's scoring is balanced for this case only.

Scoring:

- Blue Team scores 10 points every time they
capture the Red flag.

- Red Team uses the same scoring as Blue.

- Yellow Team scores 5 points per capture, since
they (in theory) have twice the potential to
cap.

--------------------------------------------------------------------------------
SINGLE PLAYER : 1 Player Start Point(s)
CO-OPERATIVE : 0 Player Start Point(s)
DEATHMATCH : 0 Player Respawn Point(s)
TEAMFORTRESS CLASSIC : 3 Teams
8 Player Respawn Points per Team
SUGGESTED PLAYER LOAD : 9-24

NEW TEXTURES : No
NEW SOUNDS : No

--------------------------------------------------------------------------------
* CONSTRUCTION *
--------------------------------------------------------------------------------
MAP BASE : New Map
PREFABS USED : None
EDITOR(S) USED : Worldcrash 2.1
OTHER UTILITIES USED : Zoner's Compile Tools v1.62
The Half-Life Compilation Controller
Both tools are available at the HLERC:
http://halflife.gamedesign.net/

KNOWN BUGS : None

COMPILE MACHINE : Home Built P2-450 w/256 megs, GeForce 256

QCSG TIME : 177 seconds (2.95 minutes)
QBSP2 TIME : 111 seconds (1.85 minutes)
VIS TIME : ~1200 seconds (~20 minutes)
QRAD TIME : 7517 seconds (125.28 minutes, ~2 hours (!))

--------------------------------------------------------------------------------
* OTHER LEVELS BY THE AUTHOR *
--------------------------------------------------------------------------------
: Sniper Zone for TFC
http://www.mapfinger.com/maps/Sniper%20Zone/
: Octolab for HLDM and OpForDM
http://www.mapfinger.com/maps/Octolab/

--------------------------------------------------------------------------------
* SPECIAL INSTRUCTIONS / ADDITIONAL INFORMATION *
--------------------------------------------------------------------------------
- Func_nobuild brushes are used liberally. You
absolutely cannot build in the respawns, and
the water tunnels are also off limits for SGs.
I'm not anti-engy; in fact, I usually play engy.
It's just that the tunnels are fairly small,
and because grenades won't fly far in water it'd
be damn near impossible to destroy an SG in
there.

- You can't build on anything you can see through.
This means grates mainly. This is a problem with
TFC, not my mapping. You can't build on
func_walls.

- All railings and ladders can be shot through,
but not gratings.

- This is a BIG map. Even though dropped flags
stay on the ground longer than most maps (90
seconds), your offensive runs should try to be
successful the first time, as it takes a while
for slower classes to make it across the map.
This is done to encourage teamplay rather than
one scout slowly prying the flag out of the
defense's hands by getting it a foot farther
out of the base each run.

- There are packs in each of the "sniper towers",
in each flag room, and on Yellow's battlements
that supply some health, ammo, and armor to ANY
team. They also supply one of each type of
grenade.

- You spawn fully stocked. Yup, even for grenades.
The packs in the respawns are instant resupply,
meaning you only need one to get restocked.

- Yellow team members should not try to carry 2
flags at once. Normally I'd make it so that you
just couldn't pick up the flag at all if you
were already carrying one, but a "feature" of
TFC's code won't let me do this AND let 2 teams
pick up a flag. So instead picking up a second
flag returns the first one you had to its base.

- When playing on the yellow team, remember that
the first line of the "flaginfo" display refers
to the Blue flag, and the second line to the Red
flag.

--------------------------------------------------------------------------------
* CREDITS *
--------------------------------------------------------------------------------
Valve/TF Software : For the game of course, which I wish they'd leave
the hell alone (ahem). Also, the inspiration for the
Blue and Red bases came from the hazard course.
My Fellow DCP Members : For showing up at the playtests.
Info_beta : For putting the map up for testing.
http://info.gamedesign.net/Beta/index.htm
Info_design : http://info.gamedesign.net/
HLERC : http://halflife.gamedesign.net/
Flintman : For helping me improve on the lighting and planting
the idea to remove some of the classes for Yellow.
Zoner : For the much improved compile tools, and helping
me out when I hit some compiler limits.
theAntiElvis : For the Half-Life Compilation Controller
Anyone I missed : Sorry I did. :)

And a special No Thanx to Valve for sticking us with such a damn buggy editor.
C'mon guys, release WC 3.3 already!

================================================================================
* COPYRIGHT / PERMISSIONS *
--------------------------------------------------------------------------------
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 in any means provided I give permission first,
and any terms I present at that time are met. (e.g. you send me a copy of the
magazine and/or CD)

The included skybox may be distributed by any means, but is governed by the same
terms as the level itself (see above paragraph). The improved materials.txt file
may be distributed by any means without my permission.

I am not responsible for any damage this level may incur upon anyone's computer.

I reserve the right to have this map's review removed from any review site if I
feel it has received an unfair review. If you are going to review the map, you
must NOTIFY ME by email.

Half-Life (C) 1998-99 Sierra On-line and Valve L.L.C. All rights reserved.

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