This map designed for Mega-TF and TeamFortress Partial Conversion 3/26/98 FINAL "FINAL" RELEASE - READ NOTICE ***************************************************************** Title : Gold Rush ]I[ Mega Filename : GLDRUSH3.BSP Filesize : 1,200,300 uncompressed Filedate : 26 Mar 1998 7:19pm Author : DyerMaker (Clan Kavorkian) Email Address : tazmen@soundcom.net Description (more below): Team Fortress Map: Old West, Gold Mines Add'l Map Info : http://www.geocities.com/timessquare/fortress/7065 TeamFortress Info : http://www.planetquake.com/teamfortress ***************************************************************** IMPORTANT NOTICE: The only changes between this map and the previous GLDRUSH3.BSP is ENTITIES. Server admins will want to run this version on their server: players do not need to re-download. ***************************************************************** Archive Info: :Text file (you're reading it) :gldrush3.bsp :nugget.mdl :honkytnk.wav :gold1.wav ***************************************************************** Install Info: gldrush3.bsp :fortress\maps\ nugget.mdl :fortress\progs\ hnkytnk.wav :fortress\sound\misc\ gold1.wav :fortress\sound\misc\ lock4.wav :Used in Quake (you already have it) backpack.mdl :Used in Quake (you already have it) ***************************************************************** Map info: Single Player : To look around Coop : No Deathmatch : No Team Fortress : Of Course! Difficulty Settings : No New sound/music/graphics: 2 wav's, nugget mdl, 5 textures Base : New level from scratch (original) Tools used : WorldCraft v1.1a & Registered Build Time : 2 weeks Vis Time : 2 hrs 50 min on Pentium 166MMX 32 MB RAM Light Time : 37 seconds Known Bugs : 1) Due to the fact that this isn't a large level it is recommended this map be played with 16 or less people. Server not so busy? Perfect. 2) Even though people cannot "enter" the enemy respawn area, it is accessible enough to be a problem if people want to play mean. Level vised for GL : Absolutely not! Quake cannot see through water and the whole purpose of the "well" in the center of town is to provide central access to the mines below while keeping R_SPEEDS down (because the Quake engine cannot see through water!) GL / WATERHACK means that Quake can see through the water, right along with you. ***************************************************************** Legal: : (c) 1997 DeVance DeZynes, Unltd. All rights reserved. Modification of entities by author's permission only. Use for New level by author's permission only. Contact: tazmen@soundcom.net Distribution via Internet for Quake TF Game play on Quake TF servers is granted without charge and at own risk. Other Info:***************************************************************** Detailed Game Play: : Rob the other team's bank for team scoring, or bring gold nuggets to your team's bank for frags. Bring gold upstairs in your bank to activate a series of three alarms, the third gives a few seconds of Quad damage to the team that is being robbed. Detailed Point System: : 5 frags for delivering gold nuggets to your vault. : 10 team points for robbing the other team's bank and -10 for the team who was robbed! Changes This Release: : 1) Added Mega ambient "Meadow" Gold Rush ]I[ Mega 2) Fixed "the armor bug" (your welcome Fugazi) :} 3/26/98 3) Added a dog to the jail (Mega supports dogs) 4) Scoring: When reds rob blue's bank, reds get 10 and blues get... yep, -10. Vice Versa. 5) I think that's all. I think I'm done. :} Previous Changes: ***************************************************************** Entity Changes: : 1) It now says the enemy bank is Level "I" instead (gldrush3.bsp) of Level "R" (oops). 3/11/98 2) Now the gold nuggets stay on the pads upstairs so you can tell visually how far your bank has been upgraded. Handy if you join in the game and don't know what condition your Bank is in. 3) Fixed the reference to pack.mdl to use the backpack that everyone already has. Oops again! Changes from v3a: : 1) Team scoring is accomplished by robbing banks. (goldrsh3.bsp) 2) You can visit the volcano god again :} 3) Added Maphelp, goalinfo, and high-ascii words Changes from v2: : 1) Added alarm systems for banks. 2) Added a gold delivery message. 3) Removed detpacks. 4) Removed roof access & behind bldg access. 5) Health only in Hospital, Team Only doors. 6) Raised mine shaft roofs, sped up carts. 7) Added a trigger_hurt to bottom of pit. 8) Banks are bigger - 2 stories now. 9) Rocks at both ends of shafts now. 10) Removed access to stables. Credits: : ID for Quake, you go boyz! TFS for Team Fortress! Ben Morris for Worldcraft! Ambush antron@soundcom.net for Mega! My wonderful clan, thanks guyz! www.kavorkian.org http://www.antrononline.com/quake Shameless plug for my MapMaking Tips Page: http://www.geocities.com/timessquare/fortress/7065 WARNING! THE FOLLOWING IS SELF-SERVING! DyerMaker's Domain: www.antrononline.com/tazmen *****************************************************************