*** This map designed for the TeamFortress quakeC patch *** http://www.planetfortress.com/teamfortress 26th of April 1999 ================================================================ Title : Silicon Valley, version 4 Filename : svalley4.bsp Author : Greymon Email Address : greymon@bellsouth.net Future Map Info will eventually be provided here : http://www.geocities.com/Area51/Capsule/8143/fortress.html ================================================================ * Play Information * Single Player : No Cooperative : No Deathmatch : No TeamFortress : Yes, works for 2-32 players, best for 12-24 Difficulty Settings : No New Sounds : Yes enemy.wav goes in fortress/sound/misc sv_cap.wav goes in fortress/sound/items New Graphics : Yes Both .mdls go into fortress/progs chip.mdl medpack.mdl New Music : No Demos Replaced : None * Construction * Base : svalley.bsp Editor(s) used : Worldcraft. Known Bugs : None. Build Time : Too long. ================================================================= Details: Svalley4 is the third revision of svalley, my very first Quake map. Since the original version, the map has been completely overhauled: re-textured, re-lighted, and additional areas were added. I made svalley4 because I was never completely happy with the easily defended svalley3. So, i made these changes: --Outside bridge is wider to allow more dodging capability. --Hallways inside are widened for maneuverability and to reduce less choke-points. --The chip (flag) return time is doubled. --The flag room is moved to a position easier for the enemy to infiltrate, requiring more defensive teamwork. There are two entrances. --Texturing and detail changes...purely intended for visuals, though I think some creative teams will find strategical value in these as well. --Added a water entrance into the base. It is where the inner respawn used to sit. The respawn was moved to where the old flag room was. Thee is a grate that needs to be blown before accessing the water entry. --Finally, a more comprehensive scoring system. Details follow. -==SCORING==- A) 2 TEAM POINTS are awarded each time the chip is removed from its pedestal (not everytime its touched). 2 FRAGS are given ONLY to the player who removes the flag. B) 8 TEAM POINTS are given each time the chip is processed (capped). 10 FRAGS are given to EVERY player on the capping team. NOTE: The player who initally grabbed the flag leading to a cap will receive a total of 12 FRAGS for the process. All others receive 10. C) The enemy computer terminal (capping place) may be detpacked for 3 POINTS and 3 FRAGS. This may be done as many times as possible. The computer repairs itself after 10 seconds. D) Lastly, detonating the grate that blocks the water entry gives 4 points and 4 frags; only possible once. The grate can NOT be repaired. Refer to my older visions for more detail on layout, etc. =========================== Copyright and Legal Notices =========================== This map is property of Greymon, me. Permission is granted to distribute svalley4.bsp (and I prefer you do). Do not modify this map without my permission. If you run this map on your server you MUST invite me to play. Enjoy.