**** This map designed for the TeamFortress v2.6 quakeC mod **** April 1998 ================================================================ Title : Mr Flibble's Castle Siege Filename : flibdefn.zip Author : Mark Rosten (Mr Flibble) Email Address : mrflib@globalnet.co.uk Description : TeamFortress v2.6 Quake Map : 2 Teams, Attack and defend style map. Check out the TeamFortress homepage at: http://www.planetquake.com/teamfortress/ ================================================================ * Play Information * This map does not work properly without the TeamFortress v2.6 QuakeC patch, which can be downloaded from http://www.planetquake.com/teamfortress/ or from ftp.cdrom.com Single Player : No, only for looking around Cooperative : No Deathmatch : No TeamFortress : Yes, 2 teams, about 8 respawns per team Difficulty Settings : No New Sounds : No New Graphics : No New Music : No Demos Replaced : None * Construction * Editor(s) used : Worldcraft Registered v1.6 Known Bugs : none (at the moment) Base : New level from scratch Construction Time : About 7 hours Build Computer : 166 MHz Pentium w/64 MB BSP (GL version) : 15 seconds Light : 99 seconds Vis - Level 4 : 309 seconds Inspiration for level : I was looking at some of my old levels with a friend, and he : suggested doing another attack and defend style map with a : castle. Thanks for the idea Lyndy (aka Deatkwalker) Thanks to : Id, The guys at TeamFortress for this AMAZING mod. : My mate Lyndy (Deathwalker) for the idea. * Files included in this archive * flibdefn.bsp : Map file. (see below for instructions) flibdefn.txt : The text file you are reading now :) * Game play * This is a 2 team, attack and defend style TF map. One team (blue) are the defenders of the castle. Team 2 (red) are the attackers. The defenders start inside the castle and must stop any of the attackers from reaching the top level of the castle where there is a blue flag. If any attackers touch this flag all of the attackers get 10 frags and are respawned outside again, resetting the sequence. The attackers start outside the castle behind some large boards that they can use for cover. The castle door opens after 45 seconds on starting the map (or after the flag is touched). * Things you need to know about this map * The castle door opens after 45 seconds of the map starting. The defenders cannot leave the castle. If they try to, they are teleported back inside the castle :) Also the attackers have been stopped from grenade-jumping onto the castle battlements. If they do so, they get teleported back outside the castle. * Map History * Inspired by my first map (TF_ATDEF) which was also an attack and defend style map. This was designed real quick (again :) for a LAN session with 8 people. The map played very well and is great fun, providing you don't have too many people. * Next map * After the fun my friends and I had playing this map I thought I would design a 'proper' attack and defend style map for alot more players and make it look alot prettier ;) * My Other Maps * flib10b : Mr Flible's Bases : standard CTF rules, map inspired by 2tech4 and 2fort5. Small, fast, fun. flibtech : Mr Flibble's Tech Bases : 2 Teams, 2 flag, standard CTF level. Pretty large (most of my maps tend to : get that way, I get carried away ;) flibcas2 : Fixed version of flibcast with quite a few extra changes and redesign of the rooms adjoining the flag room. (Chris ya git!) flibcast : Original v1.0 flibcast map 2evil1f : 2 Teams, 1 flag The single flag starts mid-way between both bases and each team must get the flag into their own flag room and defend it. The longer it is in their flag room, the more points and frags their team gets. The other team must capture this flag and place it in their flag room. 2evil2f : Standard 2 Team, 2 flag CTF map. same layout as 2evil1f (see above) but for normal CTF rules. hexTF : 2 Team, 1 flag idea. Get the flag from the middle into the ENEMYs base to get the points. I personally don't like this idea now, but let me know if you do :) massivTF : My third map and first (released anyway) using the way-cool editor Worldcraft. This map is huge, I encountered the Quake map limits whilst designing this map. 2 large bases seperated by an outside area with extensive waterways going into each base. mbase_tf : A 2 team TF map with 2 identical bases seperated by a large body of water. One of the first TF maps to use coloured textures to identfy the base that you are in. tf_attdef : My first map ever! (and it shows :) A TF map designed for attack and defend with 2 teams * Other Info * If you like this level mail the server operators and let them know. Any comments/suggestions/ideas welcome. (there is someone reading this and looking at this level, isn't there??) * A plea to server operators * If you use this map on your server, please email me as I'd like to play one of my maps in the Internet and see how it plays with loadsa players :) If you have problems running this map (it crashes, etc) PLEASE let me know! Thanks. * How to use this map * Copy the flibdefn.bsp file into your quake\id1\maps or quake\fortress\maps directory. In quake (using Team Fortress) type 'MAP FLIBDEFN' (no quotes) * Copyright / Permissions * Authors MAY / MAY NOT use this level as a base to build additionallevels.This BSP may be distributed ONLY over the Internet and/or BBS systems. You are NOT authorized to put this BSP on any CD or distribute it in any way without my permission.