This map designed for the TeamFortress QuakeC mod. v2.1 released April 7, 2000 v2.0 released October 7, 1999 v1.1 (revised) released June 18, 1999 First Release April 24, 1999 ****************************************************************************** Title : Temple of Death, v2.1 Files : fortress/maps/tdeath2.bsp, fortress/maps/sound/misc/tdeathtc.wav fortress/maps/sound/misc/tdeathcp.wav Author : Jonathan Rimdzius ([aXe]Firestorm) Email Address : jrimdzius@bigfoot.com Web Page : http://www.bigfoot.com/~jrimdzius/mapping/ Description : TeamFortress capture the flag Other maps : Hillwar1-3 ****************************************************************************** This map does not work properly without the TeamFortress QuakeC mod, which can be downloaded from http://www.planetfortress.com/teamfortress. ****************************************************************************** Single Player : No Cooperative : No Deathmatch : No TeamFortress : Yes Difficulty Settings : No New Sounds : No New Graphics : Yes (some of them from bloodsky.wad, see Credits) New Music : Yes (capture music >:) Base : From scratch Editor(s) used : Worldcraft, Fasttracker II, CoolEdit96, Newwad, RemipDLX Known Bugs : Capping does not always execute a member of the enemy team, see Gameplay, below. Build Time : Every once in a while over the course of ten months WQbsp : 308 sec ArghLite : 1752 sec rVis : 661 sec Level vised for GL : No ****************************************************************************** Size: This map is intended for 10vs10 games. Gameplay: Each team controls one wing of the temple, and spawn in the graveyards. The objective is to take the standards (flags) from the end of the other team's wing and bring it to the black spike in the center of the map. The red and blue teams are referred to as the Sect of Fire and the Sect of Ice, respectively. To get to the standards you can: - use one of the two wooden-framed teleporters in the bone-walled room, or - you can swim through the blood pool at the end of the hall with the shambler statue in it Once you have the enemy standard, take it to the black spike in the center of the map to capture. After the flag is captured, a member of the enemy team might be impaled upon it, as well. How this execution thing works: Essentially, one of each team is designated the scapegoat upon exiting the graveyards without using the teleporter. If this designated scapegoat is within his team's wing when the standard is captured, he is executed. As a side note, you can be killed by the enemy before you're impaled, if the enemy times his shot right. This should not affect gameplay in any way. Scoring (teamscore and teamfrags): - Taking the flag while it is on its pedestal (first touch): 1 - Capturing: 9 Respawns: You can exit your respawn in two ways: By walking through the teleporter, or by simply walking up the hill there. The teleporter will take you to a resupply room outside your team's wing. Walking up the hill takes you right into your base. Also, the respawns/in-wing resupplies will do 4 damage/sec to any enemy who enters there after a delay of two seconds. The outside resupplies that the graveyard teleporter takes you will simply teleport intruders away. Resupplies: I'm not going to detail all the supply packs / armor / etc. in the map here, but I will say that the packs in the bone- walled room in each team's wing can be used by *either* team. Shambler-Statue: Don't worry, it's not real. (not like a sniper couldn't kill one in a few seconds anyway =) It should block weapons fire however (although I've noticed you can sometimes shoot through its arms/legs. ****************************************************************************** CHANGES SINCE 2.0: Added: There is now a wall separating the main blood pool in each team's wing and the hall with the highlighted corpses. This wall does not touch the ground, however; you can walk under it without swimming. The main idea here is that you can't concjump straight to the flagroom anymore. Added: RemipDLX run on bsp to enhance texture quality. Changed: Shambler moved to the new wall that was added; spikes that the shambler rested upon are replaced by a rune-covered pillar. CHANGES SINCE 1.1: Changed: COMPLETELY redesigned center area of this map from scratch. The new center area looks/plays nothing like the old one, and is *much* easier for offense to pass through without having to fight the enemy o. Added: You can now use a teleporter to leave your respawn and go to a room outside your base. These rooms will teleport intruders to locations in the center area of the map. Changed: Respawns have been moved further away from your team's wing. Changed: You now take 4 damage/sec if you enter the enemy respawn areas. Added: You can now enter the enemy wing via two grates in the floor of their blood pool. These grates open upon being touched, and stay open for five seconds. Changed: The stained-glass teleporters have been replaced by the ordinary-looking starry texture usually used for teleporters. Changed: The teleporters that send you into the enemy wing's front area (where their blood pool starts) now teleport you higher up in the air. Changed: Instead of executing the capping player, a member of the enemy D is (sometimes) executed upon capping the enemy flag. Changed: There are no more lava areas, but there are still supplies outside the wings. Specifically, a megahealth in the blood that flows below the central spike, as well as some red armor and healths in some other places. Changed: Instead of red and blue teams, you have the Sect of Fire and the Sect of Ice, respectively. Colors are still the same (duh), but messages are a little different. Changed: The two teams' wings are 10% shorter. This is because I couldn't fit both wings and the new center area in the 8192-unit maximum length/width/ height limitation imposed by the Quake engine. Changed: Some small cosmetic changes. CHANGES SINCE 1.0: Fixed: Your team should now get frags when you cap. Previously only the capper would get frags (although teamscore worked fine). ****************************************************************************** Credits: Muchos gracias to id for the quake engines and TFS for the mod. And to Dave Weiden for his blood texture (from nightsky.zip). >:) (c)Copyright 1999 by Jonathan Rimdzius All rights reserved. Modification of entities by author's permission only. Use for new level by author's permission only. Contact: jrimdzius@bigfoot.com Distribution via internet for TF gameplay on quake/quakeworld TF servers is granted without charge and at own risk, as long as this text file is included.