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- May 23th, 1998
- ================================================================
- Title : Training map for CTF2 - tenatively titled Loki's Defense (final beta release 28)
- Filename : aafin30.bsp
- Original Author : Jose "Nails [D!]" Pires
- Email Address : pires95@medcor.mcgill.ca
- Description : Industrial Fortress and Modern space-loading docks.
- Training map for Newbies to CTF in general and Defence specifically.
- But also a blast to play ctf on!
- Additional Credits to : Bsp, iD, and The Guard Guild for inspiration!
- (http://www.captured.com/guard.html)
- The Prefab Park ( and specifically EutecTic (jfgrol@cam.org)) for the "q2hatch prefab"/
- "switches", and Azherad? for the bridges
- Texture Credits : Thanks to the following for the credits: 1) ID 2) Zoid for
- the 2 CTF textures and a great game in general 3) Bsp, that showed me there really was
- an alternative to Worldcraft 1.5b if you only stick with it.
- Previous Maps : Quake(1) CTF Training map (siege38.bsp) - Available through the guard guild (address
- above)
- ================================================================
-
- * Play Information *
-
- Single Player : Yes (single start for testing purposes only)
- Cooperative : No
- Deathmatch : Yes (19 DM starts)
- Capture the Flag: : Yes (12 CTF starts for each team)
- Difficulty Settings : No
- New Sounds : No
- New Graphics : Yes; credits above
- New Music : No
- CD Track : 1
- Demos Replaced : None
-
- * Construction *
-
- Base : Original - My first (near) completed map for q2
- Editor(s) used : Bsp 0.93b
- Known Bugs : Yes; (my first q2 map)
- 1) Quake2 itself has a bug, that door crushing traps in multiplayer
- throw you into the void, although this does not occur with the same
- trap tested in single player.. cannot be fixed until iD fixes their bug.
- This does NOT effect gameplay at all... just disorienting
-
- Build Time : Hmm, well in 4-7 hour marathon spurts from Feb 26th -> May 23th
-
- Compile machine : P120 w/ 48MB Ram (nearly 9 hours)
- QBSP Time (v1.04) : 150 secs
- Q3Rad -minrad 0.001 (v1.04): 2884 secs
- Q3VIS (full) (v1.04) : 28419 secs
-
-
- * Level Information *
- Loki's Defense (CTF2 Training Map)
- ==================================
-
- THE FOLLOWING IS ESSENTIAL READING TO UNDERSTAND THE BASE LAYOUT!!!!!:
- ---------------------------------------------------------------------
- The map contains the following features, note that they are defense biased and encourage
- communication:
-
- 1) Shortcut attack routes (catwalk) that NEED A PLAYER IN HOME BASE to co-ordinate attacks by
- throwing the switch that opens both the far and near doors at the same time.
- (Without it you can leave by the top but can't attack through the back without someone at home,
- or someone who has already taken over the upper level, to let you in.)This acts like all postern
- gates did in medieval times.
-
- 2) 2-person coordinating Teleporters that need 2 players (one defender) to allow quick access to
- the quad room although a single player can achieve this by himself if he is fast.
-
- 3) A "Quad hatch" below the centre water between the 2 bases that contains randomly spawning
- bfg / quad/ or powerarmour (but only one at a time). NOTE!! A defender in one of the bases is needed
- to open the "hatch" to allow the attacker access to the quad and bfg. This rewards team communication.
- As well, if you "duck" in the hatch, you can camp there until the items appear, or until someone opens
- the hatch again and allow others to waste your crouching, camping ass.
-
- 4) Easily identifiable rooms for communication (Centre / quad room / "castle" / Crane room etc)
- All to labelled for LM for easy communication.
-
- 5) Defender activated "crane traps" to squish those raiders dead (see the switches above in the crane
- control room)
-
- 6) Other CTF essentials such as:
- Symetrical Bases
- Great sniper positions
- Reasonable r_speeds for great multiplayer play.
- Multiple level mosh pit in the centre (ooh boy, this should be a good one) with 2 open forward areas before
- each base for good circling dogfights, hiding areas, and multiple verticle positions
-
- ============================
-
- Situation Report:
-
- The levels are set up in an asteroid base / distillery / construction centre, symetrical for better
- playability. They have multiple egresses, some with a special twist that incorporates the
- Defensive player as an effective member of offense.
-
- The goal behind the layout is to provide a base to practice and have fun with. Training sessions
- are designed into the map, allowing attacker/defender setup & practice, easy way points & position communication,
- and heavy assault vs. sneak attack attempts. This allows for good tactics to be practiced for assault
- as well as defense.
- However the layout of the base is also excellent for team tournament play, much as quake ctf1 McBase was.
-
- ** EDITORIAL NOTE **
- ====================
- This map was inspired as a place for newbies to learn basic CTF skills as well as team
- based skills. I *know* the map is probably biased towards the defender because it is SUPPOSED to be.
- I am a little fed up with the plethora of ctf2 maps that are mostly biased towards attackers.
- (Best examples are ctf2q4 red base, and ctf2q5)
- I have set up the map for defenders to take an active role in both attacking and defending their
- bases, and team communication is the only way to evolve an effective / smooth offense. This should
- make it interesting enough that the "base assault" can have as much fun learning to co-ordinate
- attacks and communicate effectively as it will be to defend the base as the focus of the level.
- ( Am I repeating myself? ;) )
-
- Authors MAY NOT use this level as a base to build additional
- levels. Please contact me if you still wish to use this level.
-
- This BSP MAY be distributed over the Internet.
- You are NOT authorized to put this BSP on any CD or distribute it in
- any way without my permission. It is also not acceptable to charge for this map in any way
- or charge for distribution of this map. This includes CD-ROM
- collections of all kinds.
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