**** This map designed for the TeamFortress v2.5+ quakeC mod ****
Release Date: September 3, 1997
================================================================
Title : Two Forts: SinTheTiK
Filename : 2fortSK.bsp
Authors : Gene Jones (SK-Imaginos) <father>
: Gene Jones (SK-realistik) <son>
Email Addresses : real@tyler.net
imaginos@tyler.net
URLs : http://maggie.runt.net/users/SKreal/
(realistik's foxhole)
http://www.tyler.net/imaginos/index.htm
(Clan SinTheTiK's Web of Despair)
Description : TeamFortress v2.5+ Capture the Flag style map
Additional Credits to : -id for making Quake
-TFS for TF of course...
-Ben Morris for WorldCraft
-Imaginos for many innumerable hours of
stress relief and instruction.
(I'm learning, Pop...)
-The TF Community for keeping this game alive
Dedications : -This map is dedicated to the memory of
Brad Gentry, a founding member of Clan
SinTheTiK, and a good friend. We miss
SK-s0uNd_mAn dearly.
-This map is also dedicated to everyone
who has a love-hate relationship with
2fort4.bsp. :)
================================================================
* Play Information *
This map does not work properly without the TeamFortress v2.5 or
higher QuakeC patch, which can be downloaded from
http://www.planetquake.com/teamfortress or from ftp.cdrom.com
TeamFortress : Yes, up to 32 players supported for QW
Single Player : Nothing to kill, no guns
Cooperative : No
Deathmatch (2-16) : No
Difficulty Settings : No
New Sounds : No
New Models : No
New Textures : A few
New Music : No
Demos Replaced : None
AutoTeam : No
Hook : No
* Construction *
Base : Imaginos started off by rebuilding 2fort23.map
when my 2fortSK was taking too long to VIS (I
let it run for 2 days at level 4 before I
stopped it, then another 1.5 days with just
regular VIS...I needed my computer)
Most of the stuff from 2fort23.map was scrapped
and replaced. Then it was handed to me and I
finished it off and did some texturing and
lighting. I also designed the resupplies, which
I'll be releasing for Worldcraft pretty soon. I
did all the TF ent stuff.
Editor(s) used : WorldCraft
UltraEdit-32 4.40
QBSP
Light (Arghlite crashed on me at the last moment)
rVIS 1.0
Known Bugs : None
Build Time : About 2 weeks
QBSP : <5 minutes
light -extra : 1051 secs
rVIS -level 4 : 163 secs
* Other Info *
Description:
Well, I've been working on this one for a while. I love 2fort4.bsp, but it
DOES have some problems. Mostly I just didn't like the way it LOOKED. The
textures didn't bring it to life enough for me, so I decided to build my
own version.
There was no way I was gonna get my hands on 2fort4.map to play with, so I
dug around on my old floppies and found a copy of tfmaps.zip, which contained
fastflag.map, 2fort23.map, havoc.map, storm1.map and deathx3.map. I set to
work retexturing 2fort23.map immediately, and in a couple of days, with a
little reconstruction in some places, I had a GOOD looking 2fort23. That
wasn't enough...there were no elevators from the basement, no direct ramp in
the ramp room...lots of little things missing. I rebuilt EVERYTHING that was
missing, including adding in the upper respawn from 2fort_32.bsp.
I was finally done. All the entities were working right, the lights looked
good, and the textures were beautiful. Now all I had to do was run:
LIGHT -extra 2fortSK.bsp
VIS -level 4 2fortSK.bsp
...
Sure...right. No problem, right? Wrong. Light took 2 hours. No problem, I'd
expected at LEAST that. VIS on the other hand...I let it run for 7 hours
before I had to shut down and take my system home. Then I started it again.
It ran another 8 hours before a power outage. Then another 40 minutes before
ANOTHER power outage. Then I got drunk. Early the next morning, I started it
AGAIN. This time, I let it run over 2 days before I finally needed my system
more than I needed this level VIS'd. After I'd updated my website, checked
all my email, and played a quick couple levels of TF, I started regular VIS
with no -level ANYTHING. I let that run over 36 hours before I finally just
gave up. We had a LAN game and I wasn't cancelling for that. Depression set
in...
A couple days later, while talking to my dad (SK-Imaginos), he mentioned
that he'd spent the weekend rebuilding 2for23.map with big brushes. I
begged him EMAIL IT!! So he did, he had to go back to work the next day,
so he told me to have my way with it. I loaded it up and played it. It
looked great, so I started looking for problems...I found some.
<shortening of story...hehe>
I fixed the problems, added what was missing, designed a new resupply room
system to cut down on the entity count, and polished it off. Then I compiled
it. Then we played it. :) Now you can play it too!
How to use this map:
Unpack 2fortSK.bsp to your quake\fortress\maps directory. If you want to run
it on a LAN server or just take a peek at it, load quake with -game fortress
and type MAP 2fortSK in the console to load it.
If you want to play on a QW server running this map, copy the 2fortSK.bsp
file into your quake\fortress\maps directory.
* COPYRIGHT NOTICES and PERMISSIONS *
This level is copyright 1997 by Gene Jones and Gene Jones. No fancy stuff
here but don't charge for anybody this map in any way.
Feel free to link this file for download on your website or FTP site, run it
on any public (or private) Quake or QuakeWorld server. If you run this map on
a public (especially QW) server, please email me and let me know, I'd like to
come play it. :)
You may NOT put this level on any commercial CD or diskette set without my
EXPRESS WRITTEN PERMISSION. If I find out you've done it, I'll come hunt you
down and do very evil things to parts of your body you may have up until then
thought safe from harm.