Unearthed (revised) TFC Map August 17, 2005 (Yes, over a year since _b2) I'm always up for suggestions/comments! peregrine72206@earthlink.net ---------------------------------------------------------------- ================================================================ Information ================================================================ ---------------------------------------------------------------- ================================================================ DESCRIPTION ================================================================ Unearthed - Territorial Control by Peregrine Objective: Take Flags from your Excavation Center and place them on the Command Points situated throughout the canyon. Scoring: 1 point for every 30 seconds you hold a Command Point. 1 point for capturing a Command Point. A Bonus (25 points) will be given if a team controls the entire canyon. -Peregrine peregrine72206@earthlink.net ================================================================ CONSTRUCTION ================================================================ Base : Scratch Editor(s) Used : Hammer 3.4 New Sky? : Yes, by Andrew W. Stiles Downloaded from http://www.planethalflife.com/wadfather/ Sounds : Nothing New, Some HL Sounds Textures : Standard HL textures Mechanical Quake 3 Textures by Yves Allaire aka evil lair Quake3Stuff Textures by Senn DMC lava textures Sock's Egyptian textures Downloaded from http://www.planethalflife.com/wadfather/ A special thanks to XP-Cagey, or this map would never have been released. Also a Thanks to Atlas, he told me to make a CP map. And here it is! ================================================================ Changes in Revised ================================================================ Fixed a bug discovered in Azlan's playtest for an STA 9v9 Map, blue flag #1 works all the time now. Added a netname for the detpack explosion at the control center. [For logging purposes] (Soandso triggered Control Center Destroyed) ================================================================ Changes in Final (Finally) ================================================================ Sorry it took so long for this relatively simple edit to make the unearthed final. School, HL2, and other maps got in the way, and nobody was really pressuring me to finish it. Then, I lost the text file with what I wanted to change. By some stroke of luck when trying to find unearthed in my files to show somebody, I found the list, so I could change the things I wanted to change. Some things weren't changed, because I wanted to get this out as soon as possible. (I was going to add some more signs and whatnot). There might be other problems, if so, I'll just start with the "_r"s. Fixed CP3 trap not being powered by the Command Point. Fixed things that were not solid when they should have been. Centered the rope that leads to the water access to CP3. Fixed the glows on certain lights. [thanks, trepids] Aligned some brushes and some textures. I increased the max viewable distance. The blood decals are back, accidentally deleted them when looking for a map problem. Other things I forgot. ================================================================ Changes in Beta 2.0 ================================================================ Got rid of the weird "Blackness of Doom" in Red base. Very weird physics takes place in the "Blackness of Doom" its like a parallel dimension. (Or a Perellel dimension... wow, that was bad.) Had to delete one of the large boxes. I still don't know why it didn't like that box. I redesigned it, and it would still screw up. So, I just took it out entirely. No more blackness. [Thanks Eggs, for finding that <3] A barrel was noticeably floating in the respawn. Aligned some textures. Added a team-colored "flash" when someone does an all-cap. Full ammo at spawn. Medics spawn with full conc grenades. Took out the light behind the boxes in the Control Center. Perfect area for a demoman to hide at now. Bags in spawn give more ammo. New bag placed in base. Made the power lines and poles flush with the canyon wall in red base. No "Access Denied" from trying to use the keypad. (I disabled team spy access as well, pointless.) [Thanks Ratchet -- from the Catacombs] Textured a light in the red base, that was not textured correctly. Textured the base door trims better. Some use of the new "Null" texture in brushes unseen. Took out the lights around the control center. No real point to them. They didn't add anything visually anyway. Fixed misaligned brush in catwalk area of control center. Clipped some places where one could get stuck. Fixed an error in geometry that would cause someone to get "stuck" by the red side lava rope-bridge. [Thanks strike_force -- from the Catacombs] Fixed command point 4 having a blue pedestal if command point 2 was capped. Optimized my trap system. Other stuff I forgot to mention. ================================================================ STEAM/WON GAMEPLAY BUGS ================================================================ In Steam: When you cap a flag, the items that appear around the command point -cannot- be used by whoever capped the flag, only the rest of the team. This is an error in STEAM coding. I say this because it happens in CZ2 as well. In Won-based HL 1110: When you cap a flag, the items around the command point can be used. However, if a trap is activated, the next point you cap's bag will not work (for anyone). MY THEORY: HL1110 had a problem somewhere in the coding on info_tfgoals (can be used for bags.) Something to do with the removing/restoring property. (Capping a flag removes an enemy bag, returns yours to existence.) It worked fine, mostly. However, it seems my map caused an unknown problem to surface, because of the trap system it uses. This problem effectively disables the bag that appears. Valve might've been aware of this, and fixed it in the Steam version of TFC. However, they accidentally caused the bags to not be picked up by whoever capped the point. This problem is apparent in unearthed as well as cz2. Perhaps a future update will fix both problems. It is not such a bad deal, considering league play of CP maps usually have a set 'team' of CP-cappers that die once they cap the flag. As such, they don't really need the bags, so it works out. In WON-based TFC, however, odd stuff can happen to the entire team, because of this odd bug. All in all, it isn't too game breaking, either way. -Peregrine ================================================================ Other Stuff you Should know ================================================================ This is the most notes I ever wrote on a map. Most aren't very important for the casual gamer. Just for those who care (if any) Why is the filesize so large? Its quite a detailed, big map. Plus, I embedded quite a bit of textures. You don't see much 12.3 MB maps. The map is quite huge. In fact, this map shouldn't even have been released. I reached MAX_MAP_PLANES. Luckily, I found new ZHLT compile tools in a Natural Selection Mapping Post by XP-Cagey. These tools increased the plane amount, allowing the map to be played. (It was also optimized using a program by XP-Cagey) Thanks to Merl, Zoner, and XP-Cagey for all contributing to the releasing of the map. (It's still really huge) I also exceeded the MAX_MAP_CLIPNODES in creating this map. I remedied this by creating more clip brushes (Areas you can't get to, even though it looks possible, sorry for that, mostly near signposts) and I took out a lot of detail. Sorry, the map isn't as detailed as it should be. (Mostly on rock walls and terrain, lots of flat areas where it used to be a lot more realistic) Cagey's modifications for the CSG code also helped tremendously. I increased the texture size alloted for maps. I increased the allotable amount of textures due to some of the high quality textures being used. I didn't increase the texture allotment very much, and it should not cause any problems to begin with. Software users and people with old 3d cards could experience problems. (Mostly with textures disappearing/reappearing, or "white" textures) Traps are neat things that hurt. Lava also hurts. Flag carriers move at 75% speed. The buttons in the CP1, CP2, CP4, and CP5 need to be shot to activate. The button in CP3 needs to be used. The button will only work for the team that owns the command point. (And the button colored their team color) The object in the middle of the base is a teleporter. It might help classes get to certain CPs faster. There are anti-personnel traps scattered throughout the ancient ruins. Some traps require control of the area to be able to be used. If CP3 is owned by your team, a grenade bag useable only by your team will appear in your base. Extra incentive to get CP3. No grenade bag by default. A spy can open doors to the enemy base. The demoman must find another way in to the Command Center. The keyboard near the door to the enemy base can be used by a spy to grant access to friendlies. The teleporter in the outpost works for both teams, the teleporter in the base only works for the team that owns it. Conc-equipped Offensive classes are given full concs at spawn. Demomen can detonate the enemy command center in order to reset all of the enemy command points. It will stop the flow of 'artifacts' being recovered by the enemy. ================================================================ Known Bugs ================================================================ CZ2-like bug where whoever caps the flag cannot use the supplies that become available at the Command Point. In TFC version 1110 (Won-based) traps can sometimes disable Command Point supplies in different areas of the map. In the compile log, a "Too many direct light styles on face" warning appeared. This should have no effect on gameplay at all, its just the HL engine being stubborn. A bug might arise from going over the maximum limits of both the texture data size and the maximum planesize and the lightdata. (Textures will just not be displayed sometimes) A bug might also arise from the new cliptype generation code used. I am not sure. So far, they seem to cause no problems. Contact me at peregrine72206@earthlink.net or on gamesnet IRC at #intrepids or #tfmapped if you find another bug. ================================================================ COPYRIGHT / PERMISSIONS ================================================================ Hey, don't use this map as a base for your new exciting map idea. Decompile it if you wish, for learning experiences only. -Peregrine, 2004, 2005 ================================================================ Story (Yeah, I wrote a story about the map... shut up!) ================================================================ Two excavation teams have unearthed the strange ruins of an ancient civilization. These ancient ones seemed to have a good grasp of technology. The temple-like structures seem to be in the process of being upgraded with this technology. It is unknown what happened to this race of people. Perhaps their technology was their own doom. The two excavation teams both say they were the original team to discover the ruins. A small conflict became extremely violent. Something... is in this canyon. The two teams are lusting for each other's blood. Perhaps this was the fate of the ancients. Self-Destruction. The two teams have found teleportation devices in the canyon. If coded correctly, the teleportation devices can lock on and transmit the artifacts in the area. Newly designed flags with the insignia of the particular excavation team are infused with different code frequencies. If these flags were placed on the teleportation Command Points, the Command Point would begin sending priceless artifacts to the owner of the Command Point. If the entire canyon is taken over by a particular team, the teleportation frequencies on the command points will cancel out, causing a power surge that will knock out all of the command points. Fortunately, the final surge will trasmit a lot of artifacts all at once. Sending a demolitions expert into the enemy command center is an effective strategy, performed by both teams. A detpack can cripple the flow of artifacts, by disabling all flags in the canyon. The war for the magical devices found in the canyon has intensified. What has humanity uncovered in this canyon? Nothing. Greed, hatred, and war are nothing new at all.