**** This map designed for the TeamFortress Classic Half-Life mod **** ================================================================ Title : Big Guns V1.2 Filename : biggun12.zip Author : Andreas Baus Email Address : anba@fsinfo.cs.uni-sb.de Description : TeamFortress Classic Half-Life Map : 2 Teams, "extended" CTF. Check out the TeamFortress Classic homepage at: http://www.sierrastudios.com/games/tfclassic/ ================================================================ * Play Information * This map does not work properly without the TeamFortress Classic Half-Life patch, which can be downloaded from http://www.sierrastudios.com/games/tfclassic/ or from any good Half-life site. Single Player : No Cooperative : No Deathmatch : No TeamFortress Classic : Yes, best suited for small games with ~4-5 players per team Difficulty Settings : No New Sounds : No New Graphics : No New Music : No Demos Replaced : None * Construction * Editor(s) used : Worldcraft 2.0 & 2.1 Known Bugs : none Base : built from scratch Construction Time : about 2 weeks Build Computer : K6-233, 32MB QCSG : 39 sec. QBSP2 : 100 sec. QRAD : 3115 sec. VIS : 1034 sec. * Files included in this archive * biggun12.bsp : Map file. biggun12.txt : Map briefing text. biggun_readme.txt : guess what? :) * Game play * This map features two bases, each with a really BIG gun on top, pointing straight at the other team's base. The main objective for each team is to fire that gun. Unfortunately, this gun requires *a lot* of power to operate, power which comes in the form of fusion cells (which bear an uncanny resemblance to the battery cells from standard Half-Life :). To power the gun, four of those cells need to placed in the appropriate receptacles in the power generator room in the basement and each team starts with two of them already placed there. So to be able to fire the gun, a team must protect their own cells as well as steal those of the enemy. Cells are simply captured by picking them up from their resting place in the enemies generator room and taking them to the pad in one's own. Unlike standard CTF rules, once they have been captured that way THEY BELONG TO THE TEAM THAT CAPTURED THEM (i.e. they now stay in the base of the *capturer's* team, and they return there after they've been dropped by a dying enemy - after being untouched for 10 seconds) until the enemy team captures them back. Once all four cells are assembled in one team's base, one of that team just has to head up to the control room and press the fire button (the big, red one... can't miss it :). After a short countdown and chargeup the gun should fire a powerful energy beam at the opposing fort, killing everyone inside (and I *mean* everyone - even members of the team that fired the gun unlucky enough to be still in there... but I'm sure they'll be glad to lay down their lives knowing they served a higher goal... yeah, right! :) When the gun has been fired, the map is reset, so that each team has two cells again, and the action can start all over... Scoring is: 10 pts for every captured fusion cell 20 pts for firing the gun Another thing to note is that the enemy's security doors can be opened (temporarily) from the outside by either blowing them with a detpack or by whacking the panel next to them with an engineer's wrench. * Things you need to know about this map * I play TF only on (private) LAN sessions among friends, so I like small and simple maps suitable for 8 to 10 players, which is the average number of participants of such events. This map was designed with that in mind, and therefore should play best with that number of players. It's actually the first map I designed for TFC, and also the first map I ever released to the public (I did 3 maps for the original TF before, but only played them with my friends on aforementioned sessions). * Thanks to * Shogun01 (mbiesgen@gmx.de) for helpful comments and suggestions. Dayzed (dayzed@bc.sympatico.ca), who was a *major* help by putting my map on his server for some public playtesting and coming back to me with feedback and lots of ideas for improvement. And of course to Valve Software for giving us such a great game. * Other Info * If you have comments/suggestions/questions/criticism just send me an e-mail... I'd really like some feedback on whether anyone liked or disliked my map (*especially* if it's the latter ... if you tell me what you didn't like, I might be able to improve it!). * Installation of this map * Copy biggun12.bsp and biggun12.txt file into your halflife\TFC\maps directory. (If there are any files named bigguns.*, they're likely V1.0 of this map and should be considered outdated and can be deleted.) * Copyright / Permissions * Authors MAY use this level as a base to build additional levels (IF they inform me about it). 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.