**** This map designed for the TeamFortress v2.5 quakeC mod **** 5/29/97 ================================================================ Title : The Rock Filename : rock1.zip Author : Jim Kaufman (Sgt.Thundercok) Email Address : jek19@idt.net Description : TeamFortress v2.5 Quake Map Check out the TeamFortress homepage at: http://www.planetquake.com/teamfortress/ ================================================================ * Play Information * This map does not work properly without the TeamFortress v2.5 QuakeC patch, which can be downloaded from http://www.planetquake.com/teamfortress/ or from ftp.cdrom.com Single Player : No Cooperative : No Deathmatch : Yes TeamFortress : Yes Difficulty Settings : No New Sounds : No New Graphics : Yes, 2 models and some textures New Music : No Demos Replaced : None * Construction * Editor(s) used : Worldcraft Registered, QME, Paintshop Pro Known Bugs : None yet, just wait Build Time : The full compile time was hours on a PPro 200 with 64 megs of ram and 6 hours on a P120 with 40 megs of ram. Thanks to :Id, Robin and the other TF people. Special thanks to The Nugget for allowing me to test my maps on his server. And thanks to Captain Action and The Toecutter for telling me every time I did something stupid with the map. *Important* Make sure you put the 2 model files, nerve1.mdl and mask1.mdl, into your progs directory(the one with all of the Team Fortress .mdl files in it. *Game play* #1- Do not build sentry guns in the narrow protected halls across from cells. I originally built the halls with the slots for sentry guns, but sentry guns really don't pick up and track targets well unless they have a full view of you, and better yet on the same plane. 2 prison complexes. The object is to penetrate and get the key to the nerve gas switch from the wardens office. Then make your way to their(the enemy) gas chamber and trigger the nerve gas. This will kill everyone on the map except you, and 6 lucky people at each fortress that make it to the 12 gasmasks. The gasmask doors will only open once the switch has been triggered at the other fortress. Their are 4 sets of lights that trigger off the enemy at each fortress. Use these for spy detection. The mine is accessed from the deep water pit. The demoman must blow the fallen rocks out of the way, then blow a hole in the other teams prison yard. The fallen rocks can be opened and closed repeatedly by demomen. *Rock1* First version(expecting more due to all the models, dynamic entities etc., I used and quakeworlds limits) * Other Info * If you like this level mail the server operators and let them know. How to use this map: Copy the rock1.bsp file into your quake\id1\maps or quake\tf\maps directory and copy the 2 models, nerve1.mdl and mask1.mdl into the respective progs directory.