October 22, 1999
Title : Street
Filename : street.zip (street.bsp, street.txt, street_info.txt, (12) sky4 files)
Author : Casserole
Email Address : [email protected]
Description : TeamFortressClassic CTF map
Number of Teams : 2
Recommended # of Players: 16-22
New Textures : none
New Sounds : none
Editor used : Worldcraft 2.1
Prefabs Used : used Explorer Truck by Carlos Salgado as a base;
I made it smaller and simplified it
Custom Sky : darknight01 by [email protected]=- from the Skylab
Compile Times hlcsg: 53 sec Zoner's Tools v1.1
hlbsp: 49 sec
hlvis: 455 sec
hlrad: 2179 sec (extra)
Compile Machine : K6-2 400, 192 megs of RAM
extract to halflife\tfc folder
everything should extract to the correct directory. If they don't, then all sky4.* files to into the tfc\gfx\env directory (make it if it doesn't exist), and the .txt and .bsp files go into the tfc\maps directory.
Standard Capture the Flag. The flag is on the third story of the base. If you are a demoman and you reach the enemy's flagroom, you can place a detpack on top of the grate structure to blast a hole, which should create a quicker escape route. It cannot be fixed. Once you have the flag, take it back to your own base. The capture point is on the second floor, in the back room of your base, atop the small stair structure thing. It will stay on the ground 60 seconds before returning.
There is another entrance into yours and the enemy base, through the basement and sewers. There are two rock piles, the first one can be blown up, then can be detpacked again by the other team to reblock the pipe, like in Rock2. There is a second pile of rocks blocking a pipe, which can be removed but can't be reblocked.
The gates outside the bases are team specific, but can be unlocked by taking the key found in the enemy base (under the main staircase) to the switch by their entrance. The key in the Red base is yellow, and the key in the Blue base is green. This is so you can carry both the key and flag, and know you are carrying them because the HUD icons will be on. The keys will remain on the ground for 15 seconds, and will not uncover a spy. The gate will remain open for 3 minutes, and a light will come on that is on the fence to indicate your team can pass through it. Your team also gets 2 points for unlocking the gate. And, you can climb the electrified fences, but they'll sting a bit.
This is my second map (first released one). It began as a Hunted variant, then i scrapped that in favor of a 3team CTF. after a few frustrating weeks, in which i learned Worldcraft does not rotate large objects (ie. bases) very well, I scrapped that (good thing probably anyway) and created the outdoor street and made it into a 2fort; sorry :/. So, I am a newbie to mapping, but I have read nearly every one of Radium's reviews over the past 6 months, and have been playing just as long, so I know what makes a good map. Hopefully I've succeeded.
I sent it in to the OpFor map contest, otherwise it would have been released a lot sooner.
Those who helped playtest my map - Flintman, Rize, Ace_320, Will_007, Casebier, those at the Dept. of Engineering (alnya and wedge, in particular), and info_beta. Lobotomy Boy for making StripEmpty and curing my 'entity text to long' error. Those at the PHL and Rust forums for helping me and many others with questions. HERC for the r_speeds articles that helped me out quite a bit. Radium for sparking my interest in mapping with his excellant map reviewing site. And Valve of course for putting there time and effort into making TFC for all of us.
If you like this map, please let me know. I might just make time to do another one...
You MUST NOT distribute this level UNLESS you INCLUDE THIS FILE WITH
Authors MAY NOT use this level as a base to build additional levels.
This BSP may be distributed ONLY over the Internet and/or BBS systems. You are NOT authorized to put this BSP on any CD or distribute it in any way without my permission. But my permission won't be to hard to get, I imagine.