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File: Core
Filename: core.zip
Author: Faelic
Downloads: 437
Description: Core
Size: 1.4MB
Date: 10/04/2002

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Additional Info:
================================================================================
* HALF-LIFE LEVEL INFORMATION *
--------------------------------------------------------------------------------
TITLE : Core
FILENAME : core.zip
AUTHOR : John "Faelic" Prosser
DATE : 12.5.1999
TYPE : TFC
EMAIL ADDRESS : fael[email protected]
HOMEPAGE URL : None
.zip CONTENTS : maps/core.bsp
maps/core.txt
core.txt


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* LEVEL DESCRIPTION *
--------------------------------------------------------------------------------
There are two teams, Red and Blue. Between the Red and Blue bases stands another
base. It houses six technology Cores. When one team manages to acquire all six
at one time: they win. Period. The level ends. Cores can be taken from either
the central base or the other team's base.

All of the Cores must be on their respective platforms for the level to end. If
one is "in play," currently off the platform, one team struggling to get it,
there is still hope for the losing team.

One Core is released every two minutes from time the first person spawns, with
notification of Core release one minute before a Core is released and
notification when the Core is actually released. When Cores are released, they
are accompanied by a violent explosion, so to be safe you might want to step
lightly around a Core that's coming up for release.

Cores that are obtained from the central base return after 30 seconds. Cores
from either teams' base return after 120 seconds. Once a team has taken a Core
to its base that team may not pick that Core up again. It will return only after
120 seconds.

Each base contains a "Fire Door" that allows the team that owns the base to
exit via it and the enemy team to enter via it. There is also a shorter middle
route from base to base that bypasses the central base. If you are a slow class
and are going to the enemy base, use it.

--------------------------------------------------------------------------------
SINGLE PLAYER : 1 Player Start Point(s)
CO-OPERATIVE : 0 Player Start Point(s)
DEATHMATCH : 0 Player Respawn Point(s)
TEAMFORTRESS CLASSIC : 2 Teams
10 Player Respawn Points per Team

DIFFICULTY SETTINGS :
NEW TEXTURES : No
NEW SOUNDS : No
CD TRACK # : 0

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* CONSTRUCTION *
--------------------------------------------------------------------------------
MAP BASE : New Map
PREFABS USED : None
EDITOR(S) USED : BSP 0.93 Beta
OTHER UTILITIES USED : None

KNOWN BUGS : None

COMPILE MACHINE : P3 500 256 MB RAM

QCSG TIME : 164.33 seconds
QBSP2 TIME : 52.56 seconds
VIS TIME : 2374.27 seconds
QRAD TIME : 3779.9 seconds

--------------------------------------------------------------------------------
* OTHER LEVELS BY THE AUTHOR *
--------------------------------------------------------------------------------
TFC : TFCBorder, TFCBorder2a
ActionQ2: Hotel California
LMCTF1 : In the Halls of Mountain Kings

--------------------------------------------------------------------------------
* SPECIAL INSTRUCTIONS / ADDITIONAL INFORMATION *
--------------------------------------------------------------------------------
Things to do: 1. Defense, inform your team what Cores you have and what their
status is.
2. Offense, tell your team where you lost/dropped a Core.
Also, tell your team when you grab a Core.

Regarding suggestions people made about my map: many of your suggestions were
very good. If they didn't get implemented, it's either because I'm a lazy bum
and I'm starting to get sick of this particular map because a lousy bug kept me
stumped for about two months or the idea just didn't work out for one reason or
another. They may get implemented in some future version.

There are some rather strange messages that come up becasue of the way I had to
set up the entities: When someone captures a Core there is a message that
reports that the Core has returned to the team that captured it. Deal with it.
:(

This level is in the style of a TF map called Colony by Rizzen. It is not an
attempt to port Colony to TFC nor was anything except the basic concept of the
gameplay derived from Colony. All entity and brushwork is my own.


--------------------------------------------------------------------------------
* CREDITS (IN NO PARTICULAR ORDER) *
--------------------------------------------------------------------------------
Valve Software : For being such a cool bunch of guys and making this
game.
Yahn Bernier : For making the ultimate level editor BSP. Still
superior to anything out there in spite of having no
support for well over a year.
TPF : For being such a good group of people, believing in
fair-play and sportsmanship. Check them out at
http://forums.planetfortress.com or http://teampf.org
or #teampf on Gamesnet.
My RL Friends : For being so cool about my insane desire for making
maps and letting me pester them about the latest
developments even if they weren't all that interested.
My Mom : See? I put you in here. Bet you didn't think I'd do
it, huh?
People : [BoA]Fulcrum, Freezer, [DR]Amorphia, [AD]Butcher,
[AD]VaRamTrk, Teatime, [~A~]Darth_Seraph, Zucchini,
Ailbe[30+], PainKilleR-[CE], [WoB]RDX,
[WOB]12PackAttack, [WoB]Veggicide, LintMan, Cisco-Kid,
Pyrocat, Kroxigor, AGENT, and some others I probably
forgot. :(
RATM : I would never have been able to overcome the evil
frustration that I got during one period of making this
map without Rage Against the Machine.


================================================================================
* COPYRIGHT / PERMISSIONS *
--------------------------------------------------------------------------------
Authors MAY NOT use this level as a base to build additional levels.

You MUST NOT distribute this level UNLESS you INCLUDE THIS FILE WITH
NO MODIFICATIONS. If you don't co-operate, then DON'T DISTRIBUTE IT
IN ANY FORM.

This LEVEL may be distributed ONLY over the Internet and/or BBS systems.
You are NOT authorized to put this LEVEL on any CD or distribute it in
any way without my written permission.

Half-Life (C) 1998-99 Sierra On-line and Valve L.L.C. All rights reserved.

[END OF DATA]==========================================================[.txtGen]

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