**** USE FOLDER NAMES AND EXTRACT INTO YOUR QUAKE FOLDER **** **** This map designed for the TeamFortress quakeC mod **** ================================================================ Title : The Fallout War Files : dcf3.bsp, dcf.txt, cappin1.wav, cappin2.wav, can1.wav Author : datcrazyfoo !! Contact : REL@SAN.RR.COM Description : TeamFortress v2.5 and higher Quake Map ================================================================ * Play Information * This map does not work properly without the TeamFortress QuakeC patch, which can be downloaded from http://www.planetquake.com/teamfortress or from ftp.cdrom.com Single Player : Yes - for exploration only. Cooperative : No Deathmatch : No TeamFortress : Yes Difficulty Settings : No New Sounds : Yes(just three and they are worth it!) ================================================================ Editor(s) used : Worldcraft V1.5, EntEd Known Bugs : Flag Info doesn't work Maxes out your channels(not a problem really) Build Time : Week and a half Compile Time : 45 mins with a P200MMX and 64M SDRAM ================================================================ Thanks: I wanna give thanks to [CAF] Deidra, [CAF] Apocalypse, [CAF] Vagrant, [CAF] sPLENDiD.hATRED, and all the other CAFs who gave me input and helped playtest the map. Thank you for downloading my map so many times; I know you liked it :) CAF LOVE!! I wanna give a big thanks to Recoiless for helping me out with the little snags I would run into during the building process. And thanks to Grimm and >V< for giving my map a formal appearance on the TF scene. The Fallout War by [CAF]datcrazyfoo !!: After centuries of fighting, the Blue and Red forces have turned the Earth into dead and rotting hunk of dirt and metal. There are no forests or animals. Only man has survived. In the course of these wars, the top red engineers construct the ultimate weapon. However, their plans are leaked by blue spies and now both teams have the plans for BFNs(Big Freakin Nukes). Red fires their BFNs, and the Blues counter attack. The earth is from then on cursed by endless storms of radioactive particles known to all as the Fallout. The sentence for each man is eventual death, either by radioactive particles or his enemies arsenal. Many choose to fight. This map depicts the very last living battalions of Red and Blue: CRIMSON FORCE AND AZURE FORCE Both know the radiation will kill them all within 5 days. This final battle will be to see who will be the last warriors left to stand in the face of the final apocalypse... Victory is DEATH! Features: The above storyline above is what I used to make the mood of my map. Its very dark, murky, and dead with little touches of high technology here and there. I didn't want too much color in my map and instead went with two basic ones: Brown and Grey (actually thats a hue, hehe). These really help present the mood I'm trying to generate. Basically this is a 2fort map. I got ideas for my map from Swamp, BAM4, and of course 2fort4. These are some of my favorite maps. Basically what I tried to do was include everything that I liked about those maps, and take out what I didn't like. Spam- I hate spam. Spam plagues just about every map in TF these days. I noticed that Swamp is a little harder to spam on than other maps. The reason is because of those wide hallways. Have you ever noticed that the difference in skill level between two people becomes more apparent when the hall is wider? It's a simple thing really. If there's less room, it's easier to hit your target; this invites spam. If there's more room, your aiming skills become very important. This is a simple fact that quite a few map makers miss in their maps. Without knowing it they create huge spam pockets in their map which make it virtually unplayable. I have sought to remedy this with wider hallways. Dark corners and shadows- I have done some crazy stuff with the lighting. I made sure there were plenty of places spies could hide so that they wouldn't have to change inside their base where they could annoy their teammates. Also a lot of the shadows can make it hard to tell whether the person in front of you is a friend or foe. Hopefully this will make people more cautious. On the other hand, a lot of people shoot first before asking questions... Anti-Respawn Camping Mechanisms- I made the respawns so that respawn camping would not be easy. They are 2fort5 style respawns but I changed it a bit so that the respawners have an even better chance of screwing the camper; there's a one way force field that repels grenades. Different Layout- Not many maps have water and sky inside the base. I thought I'd switch it around to bring some more variety to TF. But at the same time I tried not to go overboard on the detail. The reason is because 1. Too much detail can be distacting to gameplay. I love the look of BAM4 but I've gotten gibbed many times because it was a slow defense day and I got caught up in all the pretty BAM4 architecture. 2. Sometimes the detail isn't even noticed. I know that's a little pessimistic but I would go to BAM4 a lot for inspiration. There were so many little nuances about the map that I never noticed because I wasn't really looking for them. So I decided to make the base plain but involved enough to look realistic. The q2 textures help me to pull that off very well. But basically what really brings life to my map is the lighting. You'd be surprised what good lighting can do to a map. It worked wonders for mine. Stategic Layout- I tried to make this map so that at no time would one class would have an advantage over another save their physical attributes. There are no easy-frag sentry placements like in Rock1. I also made it a little harder on snipers outside the bases by putting up some pillars; I just don't feel that one person (no matter how good they are) should be able to defend such a huge area by themselves. This is TF and all defensive and offfensive strikes should take teamwork. I tried to design this map so everyone would have to work equally hard to get their frags regardless of class. I believe I succeeded. I also believe this map will weed out the llamas from the true G's that play this game. -datcrazyfoo !! rel@san.rr.com Please send me comments so that I can improve on what I've done so far, or just say hi :)