Countdown To Death A new TeamFortress (ver 2.13) Map by Imaginos Countdown to Death is a unlike any TF scenario that I have seen so far in that it employs a living hostage that has to be rescued by his teammates. That and the fact that, in order to make it fair, there must be an odd number of players because one team member (the hostage) will be out of action most of the time. At the present time (Feb. 1997), this level does not support more than 15 players. If it becomes popular, I might consider making it for 31 players. The Scenrio: You're on Team One and one of your members has successfully captured the enemy's flag. But, he was caught and now he's being held prisoner in a old prison cellblock by the bad guys on Team Two. You have found out that if he isn't rescued in the next 30 minutes, he will die. Your team has to negotiate a maze of sewers, laced with deadly boobytraps, find the path that leads to the main pipe and swim down in the muck to reach an old boiler room underneath the prison. Once there, you have to make your way into the cellblock. Between you and that objective is a room scattered with debris - broken pipes, old boards, etc. - in which the enemy has constructed a glass ceiling. They can see you, but alas, you can't see them. If you make it all the way into the cellblock (which, by the way has a glass ceiling in it too), you have to find out which cell your teammate is being held in. There are only six cells out of a total of twenty where they might be keeping him. Fortunately, the members of your team have the keys to all the cell doors. Team Two can't open the doors to all the cells because they locked up your pal and threw away the keys to the six crucial cells where he could be locked up. This was done to prevent the bloodthirsty Team Two members from killing the hostage. Once out, and back in the sewers, the hostage must make his way to one of the sewer pipes that has bars blocking the way to a teleporter that will take him back to the surface. Only the Team One member carrying the flag can shoot the button that opens the bars. Once he has dropped the flag off at his goal, the level ends and Team One wins. But, if after 30 minutes, he has not dropped the flag off at his goal; the level ends and Team Two wins. Specs for Countdown to Death Some things you need to know: The prison section has two lifts in it to allow players to get on top of the glass ceiling. They are in the cellblock proper and the debris room. They have faint lights under them, but you can see them if you look up. One is at the far end of the cellblock. And the other is at the far end of the debris room, right over the lift that leads down to the boiler room. Shoot the lifts to lower them. The cellblock contains a Control Room that looks out over the block. to get to it, shoot the lift, get on it, go across the glass ceiling and jump down into it. There is shootable door on the back wall that will let you out. There are two buttons in the Control Room. The one on the right doesn't do anything yet, but the one on the left will turn on another bank of lights that will illuminate the entire cellblock. Push it again to turn it off. On top of the cell tiers are 2 Quake Powerups (Quad Damage) - one on each side. There is another close to the lift atop the glass ceiling in the debris room. Team One members should be aware that there are at least two exploding boobytraps embedded in the floors of certain sewer pipes. They are made out of those exploding boxes that you shoot to blow up (you've seen them before in Quake, I'm sure); except, you don't shoot these - they shoot you! So, watch your ass! I've put two backpacks for each team on the level. Team 1 has one at their starting point near entrance to the sewer and another in the boiler room where they exit the sewers. Team 2 can find one of theirs in a corner of the cellblock near the Control Room. Another is near the lift in the debris room, to the left of the door that leads to the boiler room lift. Because some slower players (HWG, DemoMan) may drown during the final swim to the boiler room, I've put 4 biosuits at the bottom of the pool. I think that's all. Stratagies: Team One: Team One must be good - and I mean GOOD! You'll want your best players on this team. Choose one member to be the hostage, someone who won't get too bored while he's waiting to be rescued. I would suggest he be of the Scout or Sniper class, since these guys can move pretty fast. He'll enter the teleporter next to the sewer well, get the flag and jump in a pool of water. Just swim around until you teleport into a cell, then sit on your ass and wait. When you hear the guns start going off, get out your axe and start banging on the door. It will help your guys find which cell you're in faster. In the sewers: Team 1 members should stay together! You can get lost pretty easy. But, don't follow too closely. Those boobytraps have enough firepower to kill three heavily armoured D00dz! Several of the passages are barred permanently, but some of the bars will raise when approached from the right direction. When you find a hallway with 2 sets of bars on either side of a T-intersection, you're on the right track. Only one set of bars will open and let you into the pool room which leads to the boiler room. HWG's and DemoMen may need the biosuits at the bottom of the pool to make the journey. When you come out into the boiler room, you'll see a backpack against the back wall - it's for your guys to power/heal up before you begin the assualt on the prison. In finding your way thru the sewers, you may stumble on a passage that has a shoot-style button at the end of it. This is where the hostage must go to get back to the surface. Only he, carrying the flag, can shoot and have any effect on the button which opens the bars blocking the teleporter. He will come out of the same teleporter he went into to begin with. Next to the place where you all spawned to start with, there's a telepad just to the left of the blown-out wall. This is the dropoff point. All I can say is: Watch your ass! Team Two: The best strategy for you guys is to find your spots and wait. I would let Team 1 get all the way into the cellblock before I started shooting. This goes for the guys (Snipers? Yeh, bet yer ass, Snipers!) in the debris room as well. Just watch em come in and let em go. If any of em make it out alive, you've got em right in yer sights. You can step off the lift in the debris room and fall to the floor to get down there quickly. Look and see where the backpack is; that's where you jump off. To be fair, don't go hunting the Team 1 guys. Don't go sit in the boiler room waiting to pick them off one at a time as they come out of the well. As both teams get better, you can go hunt em down in the sewers, but let them learn to negotiate it first. Besides, first time out, you'll want to experiment with different sniper spots, etc., while you're waiting on them to get to the boiler room. You can open all but six of the cells in the cellblock. Those six can only be opened by Team 1 members. This was done to help you resist the temptation to open the door and kill the hostage. In that case, Team 2 should forfeit the level because that would be cheating. Besides, you'll have plenty of oppurtunities to kill his glowing ass once he's out. Final word: Unlike a lot of TF level authors, I don't have a problem releasing the .map file with my level. I wish others would do so, so that their work could be studied. This level is free to all who want it, just give me a mention when you put it up on a site. That's all I ask. The only problem with this .map file is that it contains several custom textures that are not part of the regular Quake textures. Since there are only 41 different textures, I may make up a small texture wad and include it with future releases. When you load the map into an editor, just replace those textures you don't have with ones you do. I think the custom textures are all on doors. Build time (qbsp, light -extra, vis -level 4) took around 80 minutes. Creditz: id Software Worldcraft by Ben Morris The wonderful guys at TeamFortress for this great patch.