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	<id>https://wiki.megateamfortress.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Render</id>
	<title>The MegaTF/TeamFortress Wiki! - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.megateamfortress.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Render"/>
	<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/Special:Contributions/Render"/>
	<updated>2026-05-05T16:15:46Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.32.4</generator>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Active_Servers&amp;diff=1299</id>
		<title>Active Servers</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Active_Servers&amp;diff=1299"/>
		<updated>2019-08-27T01:19:58Z</updated>

		<summary type="html">&lt;p&gt;Render: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Page does not auto-update the server stats below.  Hit refresh to get the most recent information to display.&lt;br /&gt;
&lt;br /&gt;
Tastyspleen MegaTF Classics (23.227.170.216:27502)&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.gametracker.com/server_info/23.227.170.216:27502/ http://cache.gametracker.com/server_info/23.227.170.216:27502/b_560_95_1.png]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tastyspleen MegaTF Co-Op (23.227.170.216:27500)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.gametracker.com/server_info/23.227.170.216:27500/ http://cache.gametracker.com/server_info/23.227.170.216:27500/b_560_95_1.png]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
FortressOne California (california.fortressone.org)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.gametracker.com/server_info/52.52.23.54:27500/ http://cache.gametracker.com/server_info/52.52.23.54:27500/b_560_95_1.png]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
FortressOne Sydney (Australia) (sydney.fortressone.org)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.gametracker.com/server_info/13.55.2.136:27500/ http://cache.gametracker.com/server_info/13.55.2.136:27500/b_560_95_1.png]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tastyspleen Midair (23.227.170.216:27501)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.gametracker.com/server_info/23.227.170.216:27501/ http://cache.gametracker.com/server_info/23.227.170.216:27501/b_560_95_1.png]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bad Street MegaTF United Skills Server (73.43.245.246:27503)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.gametracker.com/server_info/73.43.245.246:27503/ http://cache.gametracker.com/server_info/73.43.245.246:27503/b_560_95_1.png]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bad Street MegaTF United Versus Server (73.43.245.246:27501)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.gametracker.com/server_info/73.43.245.246:27501/ http://cache.gametracker.com/server_info/73.43.245.246:27501/b_560_95_1.png]&amp;lt;/span&amp;gt;&lt;/div&gt;</summary>
		<author><name>Render</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Map:machn1&amp;diff=1298</id>
		<title>Map:machn1</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Map:machn1&amp;diff=1298"/>
		<updated>2019-08-26T17:49:58Z</updated>

		<summary type="html">&lt;p&gt;Render: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Maps|*machn1]]&lt;br /&gt;
[[Category:Orion]]&lt;br /&gt;
[[Category:Map_CTF|machn1]]&lt;br /&gt;
[[Category:Map_Size|Large]]&lt;br /&gt;
[[Category:Map_Teams|2]]&lt;br /&gt;
[[Category:Map_Class_Restrictions|Unknown]]&lt;br /&gt;
[[Category:Needs_Synopsis]] &lt;br /&gt;
&lt;br /&gt;
'''The Machine''' - [https://www.megateamfortress.com/files/maps/machn1.zip Download this map!]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Map Info !! Player Synopsis/Review&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px&amp;quot; | [[File:machn1.jpg]] || style=&amp;quot;width: 300px&amp;quot; |&lt;br /&gt;
* machn1.bsp: The Machine&lt;br /&gt;
* Author: [[:Category:Orion|Orion]]&lt;br /&gt;
* Created: 01/30/2000&lt;br /&gt;
* Size: 1.3M&lt;br /&gt;
* Info: [[:Category:Map_CTF|Capture The Flag]], [[:Category:Map_Teams|2]] Teams&lt;br /&gt;
* Map Size: [[:Category:Map_Size|Large]]&lt;br /&gt;
&lt;br /&gt;
Large and sophisticated map, integrated gameplay.&lt;br /&gt;
|| &lt;br /&gt;
'''Player Synopsis:'''  &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Player Review:''' Objectives of the game: capture the enemy flag and a number of objects at the enemy base. Objects of the enemy can (need) be broken, this will open additional passages to his base, including the path to the flag. You can (need) repair your objects, this, accordingly, will close what you have already opened. &lt;br /&gt;
For breaking and repairing objects, the team also receives points. Breaking and repairing objects is necessary by means of not damaging them with an ax, cartridges or nails. The status of all objects is shown by the corresponding indicators when entering the database, or next to the objects themselves. There is also a blockage, disassembled and assembled back, by means of the childpack, in one of the passages to the base. Some doors in hatchbacks open only for doctors.&lt;br /&gt;
The map is quite complex, but interesting. To understand what it is necessary to carefully read the attached text file and spend some time familiarizing yourself with the layout of the map. However, it's worth it!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''From the author:'''        *** This map was designed for TeamFortress v2.8/2.9 ***&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The supreme authority from which all other authority is derived.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
     - Maximize this screen to avoid word wrapping errors -&lt;br /&gt;
&lt;br /&gt;
================================================================&lt;br /&gt;
Title/Worldspawn text   : The Machine&lt;br /&gt;
                        : [v1.0]&lt;br /&gt;
                        : By Orion [freadban@hotmail.com]&lt;br /&gt;
&lt;br /&gt;
Filename                : machn1.bsp&lt;br /&gt;
&lt;br /&gt;
Version			: Version 1.0 Final [30/01/00]&lt;br /&gt;
			&lt;br /&gt;
Author                  : Orion [Eddie Wong] &lt;br /&gt;
Email Address           : freadban@hotmail.com&lt;br /&gt;
&lt;br /&gt;
Map type		: Objective/Capture the Flag&lt;br /&gt;
&lt;br /&gt;
Other maps by author	: Fort0rz - The Infiltration [fort0rz2.bsp]&lt;br /&gt;
			: FOV Forts [fovfrt11.bsp]&lt;br /&gt;
			: Callisto [unreleased]&lt;br /&gt;
&lt;br /&gt;
Homepage		: http://nolag.gaming.net.nz/&lt;br /&gt;
&lt;br /&gt;
Official Download URLs	: http://nolag.gaming.net.nz/machn1.zip&lt;br /&gt;
&lt;br /&gt;
Thanks to&lt;br /&gt;
---------&lt;br /&gt;
&lt;br /&gt;
- Firestorm, Cerbius, Razz, Fanatic, and others&lt;br /&gt;
		&lt;br /&gt;
================================================================&lt;br /&gt;
* Play Information *&lt;br /&gt;
&lt;br /&gt;
Single Player           : No&lt;br /&gt;
Cooperative             : No&lt;br /&gt;
Deathmatch		: No&lt;br /&gt;
TeamFortress            : Duh&lt;br /&gt;
Difficulty Settings     : No&lt;br /&gt;
New Sounds              : No&lt;br /&gt;
New Textures            : Yes&lt;br /&gt;
New Music               : Plays CD Track 4&lt;br /&gt;
Demos Replaced          : None&lt;br /&gt;
&lt;br /&gt;
* Construction *&lt;br /&gt;
&lt;br /&gt;
Base                    : From scratch&lt;br /&gt;
&lt;br /&gt;
Editor(s) used          : Worldcraft 1.6 Registered&lt;br /&gt;
			: EntEd 2.0 Registered&lt;br /&gt;
&lt;br /&gt;
Build Time              : 12 weeks&lt;br /&gt;
&lt;br /&gt;
Build Details		: QBSP std compile	26 min 58 sec&lt;br /&gt;
			: LIGHT extra compile   30 min 28 sec&lt;br /&gt;
			: RVIS level 4 compile  40 min 59 sec&lt;br /&gt;
&lt;br /&gt;
			: Total compile time	1 hr 38 min 25 sec&lt;br /&gt;
&lt;br /&gt;
Level vised for GL	: No&lt;br /&gt;
&lt;br /&gt;
=================================================================&lt;br /&gt;
* Installation *&lt;br /&gt;
&lt;br /&gt;
Files in this archive: &lt;br /&gt;
&lt;br /&gt;
machn1.bsp  - The map.&lt;br /&gt;
machn1.txt  - You're reading it now.&lt;br /&gt;
rules.txt   - Rules - same as 'How to play' below.&lt;br /&gt;
&lt;br /&gt;
Unzip machn1.bsp into your id1\maps or fortress\maps directory.&lt;br /&gt;
&lt;br /&gt;
Run QuakeWorld and connect to the server.&lt;br /&gt;
&lt;br /&gt;
=================================================================&lt;br /&gt;
* How to Play and Other Details *&lt;br /&gt;
&lt;br /&gt;
----------&lt;br /&gt;
Objectives&lt;br /&gt;
----------&lt;br /&gt;
&lt;br /&gt;
Demoman clears barricade&lt;br /&gt;
0 points&lt;br /&gt;
Demoman&lt;br /&gt;
Repairable&lt;br /&gt;
	&lt;br /&gt;
Demomen from opposing teams can clear/repair the barricaded entryways located near each base's &lt;br /&gt;
sniper bunkers. Note that you can blow up your own barricade AS WELL AS the enemy's barricade. &lt;br /&gt;
Use this to your advantage. Also - you can repair your own barricade as well as the enemy's barricade - but why bother?&lt;br /&gt;
&lt;br /&gt;
	---&lt;br /&gt;
&lt;br /&gt;
Engineer hacks doors &lt;br /&gt;
2 points &lt;br /&gt;
Engineer&lt;br /&gt;
Not repairable&lt;br /&gt;
&lt;br /&gt;
Engineers from either team can 'hack' the doors of the enemy team's outer resupply room to open &lt;br /&gt;
up an alternate route into the enemy base's upper floor. To do this, simply shoot away at the &lt;br /&gt;
console located near these doors until the console lights go out. Note that you cannot repair these doors once they have been 'hacked', so guard them closely!&lt;br /&gt;
&lt;br /&gt;
	---&lt;br /&gt;
	&lt;br /&gt;
Deactivate coolant system &lt;br /&gt;
2 points, opens pressure door 1&lt;br /&gt;
Any class&lt;br /&gt;
Repairable&lt;br /&gt;
&lt;br /&gt;
Deactivate generator A &lt;br /&gt;
2 points, opens pressure door 2	&lt;br /&gt;
Any class&lt;br /&gt;
Repairable&lt;br /&gt;
&lt;br /&gt;
Deactivate generator B &lt;br /&gt;
2 points, opens chip room door	&lt;br /&gt;
Any class&lt;br /&gt;
Repairable&lt;br /&gt;
&lt;br /&gt;
To deactivate a component, simply shoot at it until something happens. Grenades (except the nail grenade) will not damage the component. Recommended weapons of war include the assault cannon and super nailgun. Once a component is deactivated, something will happen - lights will go out, doors will be opened...&lt;br /&gt;
&lt;br /&gt;
You can't deactivate your own components, and you can't repair your enemy's components. Duh!&lt;br /&gt;
&lt;br /&gt;
Each team's chip room will only become accessible when their generator B has been deactivated. &lt;br /&gt;
If their generator B is repaired, their chip room will become inaccessible again. &lt;br /&gt;
&lt;br /&gt;
As you can guess, the chip room is the most important aspect of your base.&lt;br /&gt;
&lt;br /&gt;
	---&lt;br /&gt;
	&lt;br /&gt;
Cap the chip&lt;br /&gt;
10 points&lt;br /&gt;
Any class	&lt;br /&gt;
&lt;br /&gt;
Repair coolant system&lt;br /&gt;
5 points, closes pressure door 1&lt;br /&gt;
Any class&lt;br /&gt;
&lt;br /&gt;
Repair generator A &lt;br /&gt;
5 points, closes pressure door 2&lt;br /&gt;
Any class&lt;br /&gt;
&lt;br /&gt;
Repair generator B &lt;br /&gt;
5 points, closes chip room door&lt;br /&gt;
Any class&lt;br /&gt;
&lt;br /&gt;
Once the enemy chip room is accessible, take their chip back to your base and 'sell it to the &lt;br /&gt;
highest bidder' by 'capping' it at the pad on the upper floor, or use the chip to repair any &lt;br /&gt;
one of your components.&lt;br /&gt;
&lt;br /&gt;
To repair a component, simply take the chip from your enemy's chip room back to the component you&lt;br /&gt;
want to fix. Repairing components will reverse the result of deactivating it - i.e. repairing the &lt;br /&gt;
coolant system closes off pressure door 1, repairing generator A closes off pressure door 2.&lt;br /&gt;
&lt;br /&gt;
Note that repairing your coolant system, generator A, and generator B will award your team 5 points as well as closing off the respective pressure doors.&lt;br /&gt;
&lt;br /&gt;
----------&lt;br /&gt;
Other info&lt;br /&gt;
----------&lt;br /&gt;
&lt;br /&gt;
INDICATORS - There are 'indicators' of your generator/coolant status in your base. You'll find &lt;br /&gt;
these in two locations - on the ground floor to the right of the ground-level entrance, and on &lt;br /&gt;
the first floor near the window overlooking the yard. If the light is on, that component is &lt;br /&gt;
functional. If the light is out, that component needs to be repaired.&lt;br /&gt;
&lt;br /&gt;
PRESSURE DOORS - These provide an alternate route into the enemy's generator B/chip room and the&lt;br /&gt;
lower floor of each base, and are opened by deactivating the associated objectives.&lt;br /&gt;
&lt;br /&gt;
HACKABLE DOORS - These provide an alternate route into the upper floor of each base via the &lt;br /&gt;
enemy team's outer respawn. You CANNOT resupply in the enemy's respawn room.&lt;br /&gt;
&lt;br /&gt;
SLIME ROUTE 'O' DOOM - This is the underground passageway linking the two bases. Use it at will,&lt;br /&gt;
but be careful not to fall into the slime!&lt;br /&gt;
&lt;br /&gt;
SNIPER BUNKERS - There are four of these located in the big grassy areas between the bases. Boom!&lt;br /&gt;
&lt;br /&gt;
THE CHIP - If you are killed while carrying the chip, it will drop to the ground for another person to pick up, and remain there for 15 seconds, after which it returns to the corresponding chip room.&lt;br /&gt;
&lt;br /&gt;
GREN2/DETPACK - Gren2s and detpacks are available from each team's outer respawn room with a delay of 5 seconds.&lt;br /&gt;
&lt;br /&gt;
SECRET AREAS - Be careful with that axe, Eugene...&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
Tactics&lt;br /&gt;
-------&lt;br /&gt;
&lt;br /&gt;
- n/a -&lt;br /&gt;
&lt;br /&gt;
The map is designed in such a way that priorities of teams can vary between 'capping' the chip &lt;br /&gt;
and keeping their components working.&lt;br /&gt;
&lt;br /&gt;
Happy fragging!&lt;br /&gt;
Eddie &amp;quot;Orion&amp;quot; Wong&lt;br /&gt;
January 2000&lt;br /&gt;
&lt;br /&gt;
Revision info&lt;br /&gt;
-------------&lt;br /&gt;
&lt;br /&gt;
	Version 0.1 Early Alpha&lt;br /&gt;
	Released 3 September 1999&lt;br /&gt;
	LIGHT: normal&lt;br /&gt;
	VIS: none&lt;br /&gt;
&lt;br /&gt;
	- First public release, 'early alpha' version.&lt;br /&gt;
&lt;br /&gt;
	---&lt;br /&gt;
&lt;br /&gt;
	Version 0.2.5.0.1 Alpha&lt;br /&gt;
	Released 23 September 1999&lt;br /&gt;
	LIGHT: normal&lt;br /&gt;
	VIS: level 4&lt;br /&gt;
&lt;br /&gt;
	- Too many changes/additions to list here.&lt;br /&gt;
	- Unfinished areas are blocked off with an ugly wood texture.&lt;br /&gt;
&lt;br /&gt;
	---&lt;br /&gt;
&lt;br /&gt;
	Version 0.3.5.0.0 Beta&lt;br /&gt;
	Released 2 October 1999&lt;br /&gt;
	LIGHT: normal&lt;br /&gt;
	VIS: level 4&lt;br /&gt;
&lt;br /&gt;
	- Rules, rules, rules.&lt;br /&gt;
	- Deactivatable/repairable components work. Try 'em.&lt;br /&gt;
	- Coolant system doesn't trigger anything yet.&lt;br /&gt;
	- Gen A doesn't trigger anything yet.&lt;br /&gt;
	- Detpackable entry... isn't detpackable yet.&lt;br /&gt;
	- Entity system isn't 100% final yet.&lt;br /&gt;
	- Hackable doors work. Try 'em.&lt;br /&gt;
	- Pretty-looking respawns.&lt;br /&gt;
	- Switchable lights as indicators of generator/coolant status.&lt;br /&gt;
	- Red base is essentially finished (meaning 90% done).&lt;br /&gt;
	- Unfinished areas are blocked off with an ugly wood texture.&lt;br /&gt;
&lt;br /&gt;
	---&lt;br /&gt;
&lt;br /&gt;
	Version 0.9 Final Beta&lt;br /&gt;
	Not released&lt;br /&gt;
&lt;br /&gt;
	---&lt;br /&gt;
&lt;br /&gt;
	Version 1.0 &lt;br /&gt;
	Released 30 January 2000&lt;br /&gt;
	LIGHT: extra&lt;br /&gt;
	VIS: level 4&lt;br /&gt;
&lt;br /&gt;
	- First official release.&lt;br /&gt;
	- Cap points for each side made more conspicuous.&lt;br /&gt;
	- You can now jump out the windows overlooking the courtyards &lt;br /&gt;
	  of each base.&lt;br /&gt;
	- Lights added in water area, by ladders, to aid navigation.&lt;br /&gt;
	- A few cosmetic changes here and there. &lt;br /&gt;
	- A LOT of other changes from version 0.9 Final Beta. &lt;br /&gt;
	- All entities should be working.&lt;br /&gt;
	- Terse messaging for entities.&lt;br /&gt;
	- Reversed lettering bug on some brushes is still present;&lt;br /&gt;
	  these may be fixed in a future version.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=================================================================&lt;br /&gt;
* Copyright *&lt;br /&gt;
&lt;br /&gt;
Copyright © 1999, 2000 Eddie Wong&lt;br /&gt;
All rights reserved.&lt;br /&gt;
&lt;br /&gt;
This version of the Machine may be freely distributed.&lt;br /&gt;
&lt;br /&gt;
Usage of The Machine as a base for a new level is prohibited without&lt;br /&gt;
the author's permission.&lt;br /&gt;
&lt;br /&gt;
Usage of The Machine as part of a commercial project is prohibited&lt;br /&gt;
without the author's permission.&lt;br /&gt;
&lt;br /&gt;
Distribution of The Machine via the Internet for TF gameplay on Quake &lt;br /&gt;
TF servers is granted without charge and at own risk, as long as this text file is included.&lt;br /&gt;
&lt;br /&gt;
Distribution of The Machine on commercial media is prohibited without the &lt;br /&gt;
author's permission.&lt;br /&gt;
&lt;br /&gt;
=================================================================&lt;br /&gt;
&lt;br /&gt;
* Build info *&lt;br /&gt;
&lt;br /&gt;
** Executing...&lt;br /&gt;
** Command: Copy File&lt;br /&gt;
** Parameters: &amp;quot;C:\PROGRA~1\WORLDC~1\MACH3.map&amp;quot; &amp;quot;d:\games\quake\id1\maps\MACH3.map&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
** Executing...&lt;br /&gt;
** Command: C:\Program Files\WorldCraft\qtools\Qbsp.exe&lt;br /&gt;
** Parameters: d:\games\quake\id1\maps\MACH3&lt;br /&gt;
&lt;br /&gt;
outputfile: d:\games\quake\id1\maps\MACH3.bsp&lt;br /&gt;
--- LoadMapFile ---&lt;br /&gt;
d:\games\quake\id1\maps\MACH3.map&lt;br /&gt;
 2703 brushes&lt;br /&gt;
  498 entities&lt;br /&gt;
   89 miptex&lt;br /&gt;
  383 texinfo&lt;br /&gt;
building hulls sequentially...&lt;br /&gt;
--- Brush_LoadEntity ---&lt;br /&gt;
2569 brushes read&lt;br /&gt;
---- CSGFaces ----&lt;br /&gt;
17183 brushfaces&lt;br /&gt;
45344 csgfaces&lt;br /&gt;
 8821 mergedfaces&lt;br /&gt;
--- SolidBSP ---&lt;br /&gt;
13997 split nodes&lt;br /&gt;
 6886 solid leafs&lt;br /&gt;
 7112 empty leafs&lt;br /&gt;
    0 water leafs&lt;br /&gt;
25025 leaffaces&lt;br /&gt;
22653 nodefaces&lt;br /&gt;
----- portalize ----&lt;br /&gt;
--- FillOutside ---&lt;br /&gt;
6614 outleafs&lt;br /&gt;
--- SolidBSP ---&lt;br /&gt;
 6869 split nodes&lt;br /&gt;
 3935 solid leafs&lt;br /&gt;
 2935 empty leafs&lt;br /&gt;
    0 water leafs&lt;br /&gt;
17044 leaffaces&lt;br /&gt;
14803 nodefaces&lt;br /&gt;
6348 outleafs&lt;br /&gt;
8180 outleafs&lt;br /&gt;
--- MergeAll ---&lt;br /&gt;
9999 mergefaces&lt;br /&gt;
writing d:\games\quake\id1\maps\MACH3.prt&lt;br /&gt;
MODEL: *1&lt;br /&gt;
MODEL: *2&lt;br /&gt;
MODEL: *3&lt;br /&gt;
MODEL: *4&lt;br /&gt;
MODEL: *5&lt;br /&gt;
MODEL: *6&lt;br /&gt;
MODEL: *7&lt;br /&gt;
MODEL: *8&lt;br /&gt;
MODEL: *9&lt;br /&gt;
MODEL: *10&lt;br /&gt;
MODEL: *11&lt;br /&gt;
MODEL: *12&lt;br /&gt;
MODEL: *13&lt;br /&gt;
MODEL: *14&lt;br /&gt;
MODEL: *15&lt;br /&gt;
MODEL: *16&lt;br /&gt;
MODEL: *17&lt;br /&gt;
MODEL: *18&lt;br /&gt;
MODEL: *19&lt;br /&gt;
MODEL: *20&lt;br /&gt;
MODEL: *21&lt;br /&gt;
MODEL: *22&lt;br /&gt;
MODEL: *23&lt;br /&gt;
MODEL: *24&lt;br /&gt;
MODEL: *25&lt;br /&gt;
MODEL: *26&lt;br /&gt;
MODEL: *27&lt;br /&gt;
MODEL: *28&lt;br /&gt;
MODEL: *29&lt;br /&gt;
MODEL: *30&lt;br /&gt;
MODEL: *31&lt;br /&gt;
MODEL: *32&lt;br /&gt;
MODEL: *33&lt;br /&gt;
MODEL: *34&lt;br /&gt;
MODEL: *35&lt;br /&gt;
MODEL: *36&lt;br /&gt;
MODEL: *37&lt;br /&gt;
MODEL: *38&lt;br /&gt;
MODEL: *39&lt;br /&gt;
MODEL: *40&lt;br /&gt;
MODEL: *41&lt;br /&gt;
MODEL: *42&lt;br /&gt;
MODEL: *43&lt;br /&gt;
MODEL: *44&lt;br /&gt;
MODEL: *45&lt;br /&gt;
MODEL: *46&lt;br /&gt;
MODEL: *47&lt;br /&gt;
MODEL: *48&lt;br /&gt;
MODEL: *49&lt;br /&gt;
MODEL: *50&lt;br /&gt;
MODEL: *51&lt;br /&gt;
MODEL: *52&lt;br /&gt;
MODEL: *53&lt;br /&gt;
MODEL: *54&lt;br /&gt;
MODEL: *55&lt;br /&gt;
MODEL: *56&lt;br /&gt;
MODEL: *57&lt;br /&gt;
MODEL: *58&lt;br /&gt;
MODEL: *59&lt;br /&gt;
MODEL: *60&lt;br /&gt;
MODEL: *61&lt;br /&gt;
MODEL: *62&lt;br /&gt;
MODEL: *63&lt;br /&gt;
MODEL: *64&lt;br /&gt;
--- FinishBSPFile ---&lt;br /&gt;
WriteBSPFile: d:\games\quake\id1\maps\MACH3.bsp&lt;br /&gt;
added 0 texture frames&lt;br /&gt;
 4561 planes        91220&lt;br /&gt;
19526 vertexes     234312&lt;br /&gt;
 6610 nodes        158640&lt;br /&gt;
  383 texinfo       15320&lt;br /&gt;
13850 faces        277000&lt;br /&gt;
13895 clipnodes    111160&lt;br /&gt;
 3792 leafs        106176&lt;br /&gt;
18942 marksurfaces  37884&lt;br /&gt;
68165 surfedges    136330&lt;br /&gt;
34427 edges        137708&lt;br /&gt;
   89 textures     909680&lt;br /&gt;
      lightdata         0&lt;br /&gt;
      visdata           0&lt;br /&gt;
      entdata       57038&lt;br /&gt;
&lt;br /&gt;
** Executing...&lt;br /&gt;
** Command: C:\Program Files\WorldCraft\qtools\Light.exe&lt;br /&gt;
** Parameters: -extra d:\games\quake\id1\maps\MACH3&lt;br /&gt;
&lt;br /&gt;
----- LightFaces ----&lt;br /&gt;
extra sampling enabled&lt;br /&gt;
498 entities read&lt;br /&gt;
lightdatasize: 537080&lt;br /&gt;
0 switchable light styles&lt;br /&gt;
1828.0 seconds elapsed&lt;br /&gt;
&lt;br /&gt;
** Executing...&lt;br /&gt;
** Command: C:\Program Files\WorldCraft\qtools\Rvis.exe&lt;br /&gt;
** Parameters: d:\games\quake\id1\maps\MACH3&lt;br /&gt;
&lt;br /&gt;
---- vis ----&lt;br /&gt;
3365 portalleafs&lt;br /&gt;
10006 numportals&lt;br /&gt;
average leafs visible: 125&lt;br /&gt;
c_chains: 19307009&lt;br /&gt;
visdatasize:136213  compressed from 1416665&lt;br /&gt;
2459.0 seconds elapsed&lt;/div&gt;</summary>
		<author><name>Render</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=File:Machn1.jpg&amp;diff=1297</id>
		<title>File:Machn1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=File:Machn1.jpg&amp;diff=1297"/>
		<updated>2019-08-26T17:47:36Z</updated>

		<summary type="html">&lt;p&gt;Render: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Render</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Map:machn1&amp;diff=1296</id>
		<title>Map:machn1</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Map:machn1&amp;diff=1296"/>
		<updated>2019-08-26T17:47:19Z</updated>

		<summary type="html">&lt;p&gt;Render: Created page with &amp;quot;*machn1 Category:Orion machn1 Large 2 Unknown Cat...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Maps|*machn1]]&lt;br /&gt;
[[Category:Orion]]&lt;br /&gt;
[[Category:Map_CTF|machn1]]&lt;br /&gt;
[[Category:Map_Size|Large]]&lt;br /&gt;
[[Category:Map_Teams|2]]&lt;br /&gt;
[[Category:Map_Class_Restrictions|Unknown]]&lt;br /&gt;
[[Category:Needs_Synopsis]] &lt;br /&gt;
&lt;br /&gt;
'''The Machine''' - [https://www.megateamfortress.com/files/maps/machn1.zip Download this map!]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Map Info !! Player Synopsis/Review&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px&amp;quot; | [[File:machn1.jpg]] || style=&amp;quot;width: 300px&amp;quot; |&lt;br /&gt;
* machn1.bsp: The Machine&lt;br /&gt;
* Author: [[:Category:Orion|Orion]]&lt;br /&gt;
* Created: 01/30/2000&lt;br /&gt;
* Size: 1.3M&lt;br /&gt;
* Info: [[:Category:Map_CTF|Capture The Flag]], [[:Category:Map_Teams|2]] Teams&lt;br /&gt;
* Map Size: [[:Category:Map_Size|Large]]&lt;br /&gt;
&lt;br /&gt;
|| &lt;br /&gt;
'''Player Synopsis:'''  &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Player Review:''' Objectives of the game: capture the enemy flag and a number of objects at the enemy base. Objects of the enemy can (need) be broken, this will open additional passages to his base, including the path to the flag. You can (need) repair your objects, this, accordingly, will close what you have already opened. &lt;br /&gt;
For breaking and repairing objects, the team also receives points. Breaking and repairing objects is necessary by means of not damaging them with an ax, cartridges or nails. The status of all objects is shown by the corresponding indicators when entering the database, or next to the objects themselves. There is also a blockage, disassembled and assembled back, by means of the childpack, in one of the passages to the base. Some doors in hatchbacks open only for doctors.&lt;br /&gt;
The map is quite complex, but interesting. To understand what it is necessary to carefully read the attached text file and spend some time familiarizing yourself with the layout of the map. However, it's worth it!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''From the author:'''        *** This map was designed for TeamFortress v2.8/2.9 ***&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The supreme authority from which all other authority is derived.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
     - Maximize this screen to avoid word wrapping errors -&lt;br /&gt;
&lt;br /&gt;
================================================================&lt;br /&gt;
Title/Worldspawn text   : The Machine&lt;br /&gt;
                        : [v1.0]&lt;br /&gt;
                        : By Orion [freadban@hotmail.com]&lt;br /&gt;
&lt;br /&gt;
Filename                : machn1.bsp&lt;br /&gt;
&lt;br /&gt;
Version			: Version 1.0 Final [30/01/00]&lt;br /&gt;
			&lt;br /&gt;
Author                  : Orion [Eddie Wong] &lt;br /&gt;
Email Address           : freadban@hotmail.com&lt;br /&gt;
&lt;br /&gt;
Map type		: Objective/Capture the Flag&lt;br /&gt;
&lt;br /&gt;
Other maps by author	: Fort0rz - The Infiltration [fort0rz2.bsp]&lt;br /&gt;
			: FOV Forts [fovfrt11.bsp]&lt;br /&gt;
			: Callisto [unreleased]&lt;br /&gt;
&lt;br /&gt;
Homepage		: http://nolag.gaming.net.nz/&lt;br /&gt;
&lt;br /&gt;
Official Download URLs	: http://nolag.gaming.net.nz/machn1.zip&lt;br /&gt;
&lt;br /&gt;
Thanks to&lt;br /&gt;
---------&lt;br /&gt;
&lt;br /&gt;
- Firestorm, Cerbius, Razz, Fanatic, and others&lt;br /&gt;
		&lt;br /&gt;
================================================================&lt;br /&gt;
* Play Information *&lt;br /&gt;
&lt;br /&gt;
Single Player           : No&lt;br /&gt;
Cooperative             : No&lt;br /&gt;
Deathmatch		: No&lt;br /&gt;
TeamFortress            : Duh&lt;br /&gt;
Difficulty Settings     : No&lt;br /&gt;
New Sounds              : No&lt;br /&gt;
New Textures            : Yes&lt;br /&gt;
New Music               : Plays CD Track 4&lt;br /&gt;
Demos Replaced          : None&lt;br /&gt;
&lt;br /&gt;
* Construction *&lt;br /&gt;
&lt;br /&gt;
Base                    : From scratch&lt;br /&gt;
&lt;br /&gt;
Editor(s) used          : Worldcraft 1.6 Registered&lt;br /&gt;
			: EntEd 2.0 Registered&lt;br /&gt;
&lt;br /&gt;
Build Time              : 12 weeks&lt;br /&gt;
&lt;br /&gt;
Build Details		: QBSP std compile	26 min 58 sec&lt;br /&gt;
			: LIGHT extra compile   30 min 28 sec&lt;br /&gt;
			: RVIS level 4 compile  40 min 59 sec&lt;br /&gt;
&lt;br /&gt;
			: Total compile time	1 hr 38 min 25 sec&lt;br /&gt;
&lt;br /&gt;
Level vised for GL	: No&lt;br /&gt;
&lt;br /&gt;
=================================================================&lt;br /&gt;
* Installation *&lt;br /&gt;
&lt;br /&gt;
Files in this archive: &lt;br /&gt;
&lt;br /&gt;
machn1.bsp  - The map.&lt;br /&gt;
machn1.txt  - You're reading it now.&lt;br /&gt;
rules.txt   - Rules - same as 'How to play' below.&lt;br /&gt;
&lt;br /&gt;
Unzip machn1.bsp into your id1\maps or fortress\maps directory.&lt;br /&gt;
&lt;br /&gt;
Run QuakeWorld and connect to the server.&lt;br /&gt;
&lt;br /&gt;
=================================================================&lt;br /&gt;
* How to Play and Other Details *&lt;br /&gt;
&lt;br /&gt;
----------&lt;br /&gt;
Objectives&lt;br /&gt;
----------&lt;br /&gt;
&lt;br /&gt;
Demoman clears barricade&lt;br /&gt;
0 points&lt;br /&gt;
Demoman&lt;br /&gt;
Repairable&lt;br /&gt;
	&lt;br /&gt;
Demomen from opposing teams can clear/repair the barricaded entryways located near each base's &lt;br /&gt;
sniper bunkers. Note that you can blow up your own barricade AS WELL AS the enemy's barricade. &lt;br /&gt;
Use this to your advantage. Also - you can repair your own barricade as well as the enemy's barricade - but why bother?&lt;br /&gt;
&lt;br /&gt;
	---&lt;br /&gt;
&lt;br /&gt;
Engineer hacks doors &lt;br /&gt;
2 points &lt;br /&gt;
Engineer&lt;br /&gt;
Not repairable&lt;br /&gt;
&lt;br /&gt;
Engineers from either team can 'hack' the doors of the enemy team's outer resupply room to open &lt;br /&gt;
up an alternate route into the enemy base's upper floor. To do this, simply shoot away at the &lt;br /&gt;
console located near these doors until the console lights go out. Note that you cannot repair these doors once they have been 'hacked', so guard them closely!&lt;br /&gt;
&lt;br /&gt;
	---&lt;br /&gt;
	&lt;br /&gt;
Deactivate coolant system &lt;br /&gt;
2 points, opens pressure door 1&lt;br /&gt;
Any class&lt;br /&gt;
Repairable&lt;br /&gt;
&lt;br /&gt;
Deactivate generator A &lt;br /&gt;
2 points, opens pressure door 2	&lt;br /&gt;
Any class&lt;br /&gt;
Repairable&lt;br /&gt;
&lt;br /&gt;
Deactivate generator B &lt;br /&gt;
2 points, opens chip room door	&lt;br /&gt;
Any class&lt;br /&gt;
Repairable&lt;br /&gt;
&lt;br /&gt;
To deactivate a component, simply shoot at it until something happens. Grenades (except the nail grenade) will not damage the component. Recommended weapons of war include the assault cannon and super nailgun. Once a component is deactivated, something will happen - lights will go out, doors will be opened...&lt;br /&gt;
&lt;br /&gt;
You can't deactivate your own components, and you can't repair your enemy's components. Duh!&lt;br /&gt;
&lt;br /&gt;
Each team's chip room will only become accessible when their generator B has been deactivated. &lt;br /&gt;
If their generator B is repaired, their chip room will become inaccessible again. &lt;br /&gt;
&lt;br /&gt;
As you can guess, the chip room is the most important aspect of your base.&lt;br /&gt;
&lt;br /&gt;
	---&lt;br /&gt;
	&lt;br /&gt;
Cap the chip&lt;br /&gt;
10 points&lt;br /&gt;
Any class	&lt;br /&gt;
&lt;br /&gt;
Repair coolant system&lt;br /&gt;
5 points, closes pressure door 1&lt;br /&gt;
Any class&lt;br /&gt;
&lt;br /&gt;
Repair generator A &lt;br /&gt;
5 points, closes pressure door 2&lt;br /&gt;
Any class&lt;br /&gt;
&lt;br /&gt;
Repair generator B &lt;br /&gt;
5 points, closes chip room door&lt;br /&gt;
Any class&lt;br /&gt;
&lt;br /&gt;
Once the enemy chip room is accessible, take their chip back to your base and 'sell it to the &lt;br /&gt;
highest bidder' by 'capping' it at the pad on the upper floor, or use the chip to repair any &lt;br /&gt;
one of your components.&lt;br /&gt;
&lt;br /&gt;
To repair a component, simply take the chip from your enemy's chip room back to the component you&lt;br /&gt;
want to fix. Repairing components will reverse the result of deactivating it - i.e. repairing the &lt;br /&gt;
coolant system closes off pressure door 1, repairing generator A closes off pressure door 2.&lt;br /&gt;
&lt;br /&gt;
Note that repairing your coolant system, generator A, and generator B will award your team 5 points as well as closing off the respective pressure doors.&lt;br /&gt;
&lt;br /&gt;
----------&lt;br /&gt;
Other info&lt;br /&gt;
----------&lt;br /&gt;
&lt;br /&gt;
INDICATORS - There are 'indicators' of your generator/coolant status in your base. You'll find &lt;br /&gt;
these in two locations - on the ground floor to the right of the ground-level entrance, and on &lt;br /&gt;
the first floor near the window overlooking the yard. If the light is on, that component is &lt;br /&gt;
functional. If the light is out, that component needs to be repaired.&lt;br /&gt;
&lt;br /&gt;
PRESSURE DOORS - These provide an alternate route into the enemy's generator B/chip room and the&lt;br /&gt;
lower floor of each base, and are opened by deactivating the associated objectives.&lt;br /&gt;
&lt;br /&gt;
HACKABLE DOORS - These provide an alternate route into the upper floor of each base via the &lt;br /&gt;
enemy team's outer respawn. You CANNOT resupply in the enemy's respawn room.&lt;br /&gt;
&lt;br /&gt;
SLIME ROUTE 'O' DOOM - This is the underground passageway linking the two bases. Use it at will,&lt;br /&gt;
but be careful not to fall into the slime!&lt;br /&gt;
&lt;br /&gt;
SNIPER BUNKERS - There are four of these located in the big grassy areas between the bases. Boom!&lt;br /&gt;
&lt;br /&gt;
THE CHIP - If you are killed while carrying the chip, it will drop to the ground for another person to pick up, and remain there for 15 seconds, after which it returns to the corresponding chip room.&lt;br /&gt;
&lt;br /&gt;
GREN2/DETPACK - Gren2s and detpacks are available from each team's outer respawn room with a delay of 5 seconds.&lt;br /&gt;
&lt;br /&gt;
SECRET AREAS - Be careful with that axe, Eugene...&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
Tactics&lt;br /&gt;
-------&lt;br /&gt;
&lt;br /&gt;
- n/a -&lt;br /&gt;
&lt;br /&gt;
The map is designed in such a way that priorities of teams can vary between 'capping' the chip &lt;br /&gt;
and keeping their components working.&lt;br /&gt;
&lt;br /&gt;
Happy fragging!&lt;br /&gt;
Eddie &amp;quot;Orion&amp;quot; Wong&lt;br /&gt;
January 2000&lt;br /&gt;
&lt;br /&gt;
Revision info&lt;br /&gt;
-------------&lt;br /&gt;
&lt;br /&gt;
	Version 0.1 Early Alpha&lt;br /&gt;
	Released 3 September 1999&lt;br /&gt;
	LIGHT: normal&lt;br /&gt;
	VIS: none&lt;br /&gt;
&lt;br /&gt;
	- First public release, 'early alpha' version.&lt;br /&gt;
&lt;br /&gt;
	---&lt;br /&gt;
&lt;br /&gt;
	Version 0.2.5.0.1 Alpha&lt;br /&gt;
	Released 23 September 1999&lt;br /&gt;
	LIGHT: normal&lt;br /&gt;
	VIS: level 4&lt;br /&gt;
&lt;br /&gt;
	- Too many changes/additions to list here.&lt;br /&gt;
	- Unfinished areas are blocked off with an ugly wood texture.&lt;br /&gt;
&lt;br /&gt;
	---&lt;br /&gt;
&lt;br /&gt;
	Version 0.3.5.0.0 Beta&lt;br /&gt;
	Released 2 October 1999&lt;br /&gt;
	LIGHT: normal&lt;br /&gt;
	VIS: level 4&lt;br /&gt;
&lt;br /&gt;
	- Rules, rules, rules.&lt;br /&gt;
	- Deactivatable/repairable components work. Try 'em.&lt;br /&gt;
	- Coolant system doesn't trigger anything yet.&lt;br /&gt;
	- Gen A doesn't trigger anything yet.&lt;br /&gt;
	- Detpackable entry... isn't detpackable yet.&lt;br /&gt;
	- Entity system isn't 100% final yet.&lt;br /&gt;
	- Hackable doors work. Try 'em.&lt;br /&gt;
	- Pretty-looking respawns.&lt;br /&gt;
	- Switchable lights as indicators of generator/coolant status.&lt;br /&gt;
	- Red base is essentially finished (meaning 90% done).&lt;br /&gt;
	- Unfinished areas are blocked off with an ugly wood texture.&lt;br /&gt;
&lt;br /&gt;
	---&lt;br /&gt;
&lt;br /&gt;
	Version 0.9 Final Beta&lt;br /&gt;
	Not released&lt;br /&gt;
&lt;br /&gt;
	---&lt;br /&gt;
&lt;br /&gt;
	Version 1.0 &lt;br /&gt;
	Released 30 January 2000&lt;br /&gt;
	LIGHT: extra&lt;br /&gt;
	VIS: level 4&lt;br /&gt;
&lt;br /&gt;
	- First official release.&lt;br /&gt;
	- Cap points for each side made more conspicuous.&lt;br /&gt;
	- You can now jump out the windows overlooking the courtyards &lt;br /&gt;
	  of each base.&lt;br /&gt;
	- Lights added in water area, by ladders, to aid navigation.&lt;br /&gt;
	- A few cosmetic changes here and there. &lt;br /&gt;
	- A LOT of other changes from version 0.9 Final Beta. &lt;br /&gt;
	- All entities should be working.&lt;br /&gt;
	- Terse messaging for entities.&lt;br /&gt;
	- Reversed lettering bug on some brushes is still present;&lt;br /&gt;
	  these may be fixed in a future version.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=================================================================&lt;br /&gt;
* Copyright *&lt;br /&gt;
&lt;br /&gt;
Copyright © 1999, 2000 Eddie Wong&lt;br /&gt;
All rights reserved.&lt;br /&gt;
&lt;br /&gt;
This version of the Machine may be freely distributed.&lt;br /&gt;
&lt;br /&gt;
Usage of The Machine as a base for a new level is prohibited without&lt;br /&gt;
the author's permission.&lt;br /&gt;
&lt;br /&gt;
Usage of The Machine as part of a commercial project is prohibited&lt;br /&gt;
without the author's permission.&lt;br /&gt;
&lt;br /&gt;
Distribution of The Machine via the Internet for TF gameplay on Quake &lt;br /&gt;
TF servers is granted without charge and at own risk, as long as this text file is included.&lt;br /&gt;
&lt;br /&gt;
Distribution of The Machine on commercial media is prohibited without the &lt;br /&gt;
author's permission.&lt;br /&gt;
&lt;br /&gt;
=================================================================&lt;br /&gt;
&lt;br /&gt;
* Build info *&lt;br /&gt;
&lt;br /&gt;
** Executing...&lt;br /&gt;
** Command: Copy File&lt;br /&gt;
** Parameters: &amp;quot;C:\PROGRA~1\WORLDC~1\MACH3.map&amp;quot; &amp;quot;d:\games\quake\id1\maps\MACH3.map&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
** Executing...&lt;br /&gt;
** Command: C:\Program Files\WorldCraft\qtools\Qbsp.exe&lt;br /&gt;
** Parameters: d:\games\quake\id1\maps\MACH3&lt;br /&gt;
&lt;br /&gt;
outputfile: d:\games\quake\id1\maps\MACH3.bsp&lt;br /&gt;
--- LoadMapFile ---&lt;br /&gt;
d:\games\quake\id1\maps\MACH3.map&lt;br /&gt;
 2703 brushes&lt;br /&gt;
  498 entities&lt;br /&gt;
   89 miptex&lt;br /&gt;
  383 texinfo&lt;br /&gt;
building hulls sequentially...&lt;br /&gt;
--- Brush_LoadEntity ---&lt;br /&gt;
2569 brushes read&lt;br /&gt;
---- CSGFaces ----&lt;br /&gt;
17183 brushfaces&lt;br /&gt;
45344 csgfaces&lt;br /&gt;
 8821 mergedfaces&lt;br /&gt;
--- SolidBSP ---&lt;br /&gt;
13997 split nodes&lt;br /&gt;
 6886 solid leafs&lt;br /&gt;
 7112 empty leafs&lt;br /&gt;
    0 water leafs&lt;br /&gt;
25025 leaffaces&lt;br /&gt;
22653 nodefaces&lt;br /&gt;
----- portalize ----&lt;br /&gt;
--- FillOutside ---&lt;br /&gt;
6614 outleafs&lt;br /&gt;
--- SolidBSP ---&lt;br /&gt;
 6869 split nodes&lt;br /&gt;
 3935 solid leafs&lt;br /&gt;
 2935 empty leafs&lt;br /&gt;
    0 water leafs&lt;br /&gt;
17044 leaffaces&lt;br /&gt;
14803 nodefaces&lt;br /&gt;
6348 outleafs&lt;br /&gt;
8180 outleafs&lt;br /&gt;
--- MergeAll ---&lt;br /&gt;
9999 mergefaces&lt;br /&gt;
writing d:\games\quake\id1\maps\MACH3.prt&lt;br /&gt;
MODEL: *1&lt;br /&gt;
MODEL: *2&lt;br /&gt;
MODEL: *3&lt;br /&gt;
MODEL: *4&lt;br /&gt;
MODEL: *5&lt;br /&gt;
MODEL: *6&lt;br /&gt;
MODEL: *7&lt;br /&gt;
MODEL: *8&lt;br /&gt;
MODEL: *9&lt;br /&gt;
MODEL: *10&lt;br /&gt;
MODEL: *11&lt;br /&gt;
MODEL: *12&lt;br /&gt;
MODEL: *13&lt;br /&gt;
MODEL: *14&lt;br /&gt;
MODEL: *15&lt;br /&gt;
MODEL: *16&lt;br /&gt;
MODEL: *17&lt;br /&gt;
MODEL: *18&lt;br /&gt;
MODEL: *19&lt;br /&gt;
MODEL: *20&lt;br /&gt;
MODEL: *21&lt;br /&gt;
MODEL: *22&lt;br /&gt;
MODEL: *23&lt;br /&gt;
MODEL: *24&lt;br /&gt;
MODEL: *25&lt;br /&gt;
MODEL: *26&lt;br /&gt;
MODEL: *27&lt;br /&gt;
MODEL: *28&lt;br /&gt;
MODEL: *29&lt;br /&gt;
MODEL: *30&lt;br /&gt;
MODEL: *31&lt;br /&gt;
MODEL: *32&lt;br /&gt;
MODEL: *33&lt;br /&gt;
MODEL: *34&lt;br /&gt;
MODEL: *35&lt;br /&gt;
MODEL: *36&lt;br /&gt;
MODEL: *37&lt;br /&gt;
MODEL: *38&lt;br /&gt;
MODEL: *39&lt;br /&gt;
MODEL: *40&lt;br /&gt;
MODEL: *41&lt;br /&gt;
MODEL: *42&lt;br /&gt;
MODEL: *43&lt;br /&gt;
MODEL: *44&lt;br /&gt;
MODEL: *45&lt;br /&gt;
MODEL: *46&lt;br /&gt;
MODEL: *47&lt;br /&gt;
MODEL: *48&lt;br /&gt;
MODEL: *49&lt;br /&gt;
MODEL: *50&lt;br /&gt;
MODEL: *51&lt;br /&gt;
MODEL: *52&lt;br /&gt;
MODEL: *53&lt;br /&gt;
MODEL: *54&lt;br /&gt;
MODEL: *55&lt;br /&gt;
MODEL: *56&lt;br /&gt;
MODEL: *57&lt;br /&gt;
MODEL: *58&lt;br /&gt;
MODEL: *59&lt;br /&gt;
MODEL: *60&lt;br /&gt;
MODEL: *61&lt;br /&gt;
MODEL: *62&lt;br /&gt;
MODEL: *63&lt;br /&gt;
MODEL: *64&lt;br /&gt;
--- FinishBSPFile ---&lt;br /&gt;
WriteBSPFile: d:\games\quake\id1\maps\MACH3.bsp&lt;br /&gt;
added 0 texture frames&lt;br /&gt;
 4561 planes        91220&lt;br /&gt;
19526 vertexes     234312&lt;br /&gt;
 6610 nodes        158640&lt;br /&gt;
  383 texinfo       15320&lt;br /&gt;
13850 faces        277000&lt;br /&gt;
13895 clipnodes    111160&lt;br /&gt;
 3792 leafs        106176&lt;br /&gt;
18942 marksurfaces  37884&lt;br /&gt;
68165 surfedges    136330&lt;br /&gt;
34427 edges        137708&lt;br /&gt;
   89 textures     909680&lt;br /&gt;
      lightdata         0&lt;br /&gt;
      visdata           0&lt;br /&gt;
      entdata       57038&lt;br /&gt;
&lt;br /&gt;
** Executing...&lt;br /&gt;
** Command: C:\Program Files\WorldCraft\qtools\Light.exe&lt;br /&gt;
** Parameters: -extra d:\games\quake\id1\maps\MACH3&lt;br /&gt;
&lt;br /&gt;
----- LightFaces ----&lt;br /&gt;
extra sampling enabled&lt;br /&gt;
498 entities read&lt;br /&gt;
lightdatasize: 537080&lt;br /&gt;
0 switchable light styles&lt;br /&gt;
1828.0 seconds elapsed&lt;br /&gt;
&lt;br /&gt;
** Executing...&lt;br /&gt;
** Command: C:\Program Files\WorldCraft\qtools\Rvis.exe&lt;br /&gt;
** Parameters: d:\games\quake\id1\maps\MACH3&lt;br /&gt;
&lt;br /&gt;
---- vis ----&lt;br /&gt;
3365 portalleafs&lt;br /&gt;
10006 numportals&lt;br /&gt;
average leafs visible: 125&lt;br /&gt;
c_chains: 19307009&lt;br /&gt;
visdatasize:136213  compressed from 1416665&lt;br /&gt;
2459.0 seconds elapsed&lt;/div&gt;</summary>
		<author><name>Render</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Map:longhall&amp;diff=1295</id>
		<title>Map:longhall</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Map:longhall&amp;diff=1295"/>
		<updated>2019-08-25T15:39:18Z</updated>

		<summary type="html">&lt;p&gt;Render: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Maps|longhall]]&lt;br /&gt;
[[Category:UK Jezus]]&lt;br /&gt;
[[Category:Map_CTF|longhall]]&lt;br /&gt;
[[Category:Map_Size|Small]]&lt;br /&gt;
[[Category:Map_Teams|2]]&lt;br /&gt;
[[Category:Map_Class_Restrictions|Unknown]]&lt;br /&gt;
[[Category:Needs_Synopsis]]&lt;br /&gt;
[[Category:Needs_Something_Else|Creation Date]]&lt;br /&gt;
&lt;br /&gt;
'''Longhall''' - [https://www.megateamfortress.com/files/maps/longhall.zip Download this map!]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Map Info !! Player Synopsis/Review&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px&amp;quot; | [[File:longhall.jpg]] || style=&amp;quot;width: 300px&amp;quot; |&lt;br /&gt;
* longhall.bsp: Longhall&lt;br /&gt;
* Author: [[:Category:UK Jezus|UK Jezus]]&lt;br /&gt;
* Created: ??/??/????&lt;br /&gt;
* Size: 250K&lt;br /&gt;
* Info: [[:Category:Map_CTF|Capture The Flag]], [[:Category:Map_Teams|#]] Teams&lt;br /&gt;
* Map Size: [[:Category:Map_Size|Small]]&lt;br /&gt;
&lt;br /&gt;
|| &lt;br /&gt;
'''Player Synopsis:'''  &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Player Review:''' The bases themselves are a large ramp room. There are really many ramps in this room. From them you get the flagship, a very original design. Without using sprays, the card is weakly playable, because the corridors are well locked by snipes. With jumps, the path from base to base is much faster and you can already play. Corridors are not very narrow and not very convenient for spamming with long-playing grena. &lt;br /&gt;
The idea was not bad enough, but for better playability, you could add a couple more longhols, say, on the sides of the second floor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''From the author:'''  LongHall by [uk jezus]/Nick Kiefel&lt;br /&gt;
&lt;br /&gt;
map type: team fortress capture the flag style, two teams.&lt;br /&gt;
&lt;br /&gt;
tnx to: id software, team fortress software, qoole, worldcraft, ented folks.&lt;br /&gt;
&lt;br /&gt;
email- wrath@usa.com&lt;/div&gt;</summary>
		<author><name>Render</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Map:lockdown&amp;diff=1294</id>
		<title>Map:lockdown</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Map:lockdown&amp;diff=1294"/>
		<updated>2019-08-25T15:38:27Z</updated>

		<summary type="html">&lt;p&gt;Render: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Maps|lockdown]]&lt;br /&gt;
[[Category:KwK EvilJim]]&lt;br /&gt;
[[Category:Map_CTF|lockdown]]&lt;br /&gt;
[[Category:Map_Size|Medium]]&lt;br /&gt;
[[Category:Map_Teams|2]]&lt;br /&gt;
[[Category:Map_Class_Restrictions|No]]&lt;br /&gt;
[[Category:Needs_Synopsis]]&lt;br /&gt;
[[Category:Needs_Something_Else|Creation Date]]&lt;br /&gt;
&lt;br /&gt;
'''Mapname''' - [https://www.megateamfortress.com/files/maps/lockdown.zip Download this map!]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Map Info !! Player Synopsis/Review&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px&amp;quot; | [[File:lockdown.jpg]] || style=&amp;quot;width: 300px&amp;quot; |&lt;br /&gt;
* lockdown.bsp: Lockdown&lt;br /&gt;
* Author: [[:Category:KwK EvilJim|KwK EvilJim]]&lt;br /&gt;
* Created: ??/??/????&lt;br /&gt;
* Size: 510K&lt;br /&gt;
* Info: [[:Category:Map_CTF|CTF]], [[:Category:Map_Teams|2]] Teams&lt;br /&gt;
* Map Size: [[:Category:Map_Size|Medium]]&lt;br /&gt;
&lt;br /&gt;
|| &lt;br /&gt;
'''Player Synopsis:'''  &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Player Review:''' Its unusualness is that it combines two different types of gameplay. This is a regular CTF and struggle for control points. Therefore, the architecture here is also a little unusual. There is only one hitch, but three teleporters lead from it. In the same hitch, there are two flags that need to capture control points. By the way, the procedure of returning to the hitch is unusual as well - just shoot one of the buttons with the quake symbol on the ceiling of the base. The base itself is a network of corridors enclosed by gratings. The flag is in the basement, where the elevator leads everyone. Besides him, you can leave with the flag with two vacuum cleaners. But they go to that part of the base that was originally closed. A water tunnel leads to the flagship, but it is also initially closed by a grate.&lt;br /&gt;
The points that you need to capture are located on the balconies of the bases and on the field between the bases, or rather on the side of them. For their capture and retention, individual points are awarded. If you manage to capture all three, then the team gains access to the teleport leading to the control room. From there, by firing at the appropriate buttons, you can open and close the grilles that block certain sections of the bases. Moreover, you need to do this wisely and only at the signal of your team. For the grilles open immediately at both bases. If it is possible to achieve good coordination of actions, then the enemy has a very hard time. And if not, then big problems can arise for themselves :).&lt;br /&gt;
The design of the card is clearly designed for GL and in software it does not look very special. However, this doesn’t interfere much ... I don’t know how playable this card is (IMHO, completely), but there are more than enough original and interesting ideas in it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''From the author:''' 			Lockdown by ]KwK[ EvilJim&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Files: lockdown.txt (this file)&lt;br /&gt;
       lockdown.bsp (put in quake/fortress/maps)&lt;br /&gt;
       flagwisp.wav (put in quake/sound/items)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  The gameplay of this map is a combination of standard ctf and territorial control (like canalzon). There are three command points in the map, one on each team's balcony and a third in the middle ground between the bases. Once a team controls all three, the teleporter in front of the middle control point becomes accessible to the members of that team. This teleporter leads to the control room, from where access through each base can be modified, allowing for more strategic gameplay than simple ctf.&lt;br /&gt;
&lt;br /&gt;
  Gates restrict access through the various parts of each base. The left and right hallways each have three gates, one high and one low at the front end, and one at the back. The main room has two gates, similarly situated at the front and back. A grate in the floor restricts passage through the shaft from the main room to the flag room. A single gate blocks the tunnel between the water pipes and the flag room; when closed, this gate can be opened for ten seconds by damaging it with a detpack.&lt;br /&gt;
&lt;br /&gt;
  All of these gates can be opened and shut from within the control room, by shooting the appropriate buttons. Manipulating the gates for one area will affect these gates in both bases.&lt;br /&gt;
&lt;br /&gt;
  When you capture a command point, you will respawn immediately; this is due to a bug which prevents the command marker showing up otherwise. &lt;br /&gt;
&lt;br /&gt;
  After a team has captured all of the command points, there is a 20 second period where the other team cannot recapture them, in order to avoid stalemates.&lt;br /&gt;
&lt;br /&gt;
   Scoring: You score 10 team points for capturing the enemy flag, and 1 point for every 5 seconds your team holds all three command points.&lt;br /&gt;
&lt;br /&gt;
   The shootable ceiling buttons scattered around each base allow players of that base's team to respawn. They must be damaged directly (eg shotgun fire or a direct rocket hit); splash damage won't trigger them. The button in each team's respawn will remove any command markers from any player who shoots it.&lt;br /&gt;
&lt;br /&gt;
Credits&lt;br /&gt;
&lt;br /&gt;
   Map by ]KwK[ EvilJim&lt;br /&gt;
   Thanks to dp and mercury&lt;br /&gt;
&lt;br /&gt;
Textures used:&lt;br /&gt;
&lt;br /&gt;
   Mostly original quake textures, some brick and metal textures stolen from Zerstorer, rock floor in the drill room originally from Rorshach's Clockwork Droid texture set for Q3&lt;br /&gt;
(http://www.planetquake.com/polycount/cottages/rorshach/textures/clockwork.htm).&lt;br /&gt;
&lt;br /&gt;
Sounds:&lt;br /&gt;
&lt;br /&gt;
   flagwisp.wav, stolen from Impact.&lt;/div&gt;</summary>
		<author><name>Render</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Category:K.Remmelzwaal&amp;diff=1293</id>
		<title>Category:K.Remmelzwaal</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Category:K.Remmelzwaal&amp;diff=1293"/>
		<updated>2019-08-25T15:35:08Z</updated>

		<summary type="html">&lt;p&gt;Render: Created page with &amp;quot;Category:Mapper&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Mapper]]&lt;/div&gt;</summary>
		<author><name>Render</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=File:Lmania.jpg&amp;diff=1292</id>
		<title>File:Lmania.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=File:Lmania.jpg&amp;diff=1292"/>
		<updated>2019-08-25T15:34:44Z</updated>

		<summary type="html">&lt;p&gt;Render: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Render</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Map:lmania&amp;diff=1291</id>
		<title>Map:lmania</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Map:lmania&amp;diff=1291"/>
		<updated>2019-08-25T15:34:29Z</updated>

		<summary type="html">&lt;p&gt;Render: Created page with &amp;quot;*lmania Category:K.Remmelzwaal lmania Small 2 Category:Map_Class_Restrictions|Unknown...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Maps|*lmania]]&lt;br /&gt;
[[Category:K.Remmelzwaal]]&lt;br /&gt;
[[Category:Map_CTF|lmania]]&lt;br /&gt;
[[Category:Map_Size|Small]]&lt;br /&gt;
[[Category:Map_Teams|2]]&lt;br /&gt;
[[Category:Map_Class_Restrictions|Unknown]]&lt;br /&gt;
[[Category:Needs_Synopsis]]&lt;br /&gt;
&lt;br /&gt;
'''Lava Mania''' - [https://www.megateamfortress.com/files/maps/lmania.zip Download this map!]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Map Info !! Player Synopsis/Review&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px&amp;quot; | [[File:lmania.jpg]] || style=&amp;quot;width: 300px&amp;quot; |&lt;br /&gt;
* lmania.bsp: Lava Mania&lt;br /&gt;
* Author: [[:Category:K.Remmelzwaal|K.Remmelzwaal]]&lt;br /&gt;
* Created: 10/07/2000&lt;br /&gt;
* Size: 390K&lt;br /&gt;
* Info: [[:Category:Map_CTF|Capture The Flag]], [[:Category:Map_Teams|2]] Teams&lt;br /&gt;
* Map Size: [[:Category:Map_Size|Small]]&lt;br /&gt;
 &lt;br /&gt;
|| &lt;br /&gt;
'''Player Synopsis:'''  &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Player Review:'''   Fast map for a small number of players. Despite the name, there are not so many lavas on it. The bases are made in the form of two-story fortresses. The main entrance and the elevator from the roof lead in. The elevator lifts only its own, so that enemies can simply jump into it. Both entrances / exits lead to the main hall. The doors of both whales go out into it and from it lead two corridors to the flagship. The left corridor is a large intestine leading to the first floor of the flagroom, and the right one is just a short corridor to its second floor. The flag itself lies in the far corner of the room, on a small island. The space in front of the island is filled with lava, from which it is impossible to climb out. Two narrow beams are thrown across the lava, along which you can reach the flag and back. Touchdown is located in the main hall, on an island in the center of a small puddle with lava. In general, everything is extremely simple and clear. Design is also from the series: simple, but tasteful. As I said at the very beginning, the map is fast. And the point here is not only in the small distance between the bases. The corridors to the flagroom are quite wide, so reliably blocking them will be very problematic. Much easier, will drown past opponents in the lava. It is advisable immediately with the flag :).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''From the author:'''    Original Release: 10/7/00&lt;br /&gt;
&lt;br /&gt;
lmania.bsp    --------&amp;gt; quake\fortress\maps\&lt;br /&gt;
&lt;br /&gt;
rfield.wav    --------&amp;gt; quake\fortress\sound\items\&lt;br /&gt;
&lt;br /&gt;
bfield.wav    --------&amp;gt; quake\fortress\sound\items\&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
================================================================&lt;br /&gt;
Title                 : Lava Mania&lt;br /&gt;
&lt;br /&gt;
Filename              : lmania.bsp&lt;br /&gt;
&lt;br /&gt;
Author                : K.Remmelzwaal&lt;br /&gt;
&lt;br /&gt;
Nick Name	      : The Shadowmaster&lt;br /&gt;
&lt;br /&gt;
Email Address         : k.remmelzwaal@wxs.nl&lt;br /&gt;
&lt;br /&gt;
Description           : A Quick and Simple Team Fortress Map&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks to             : The creators of Team Fortress, ID Software and&lt;br /&gt;
&lt;br /&gt;
			XCOM for given me some support.&lt;br /&gt;
			&lt;br /&gt;
			http://www.planetfortress.com&lt;br /&gt;
&lt;br /&gt;
			http://www.idsoftware.com&lt;br /&gt;
&lt;br /&gt;
			http://www.geocities.com/mech_blade&lt;br /&gt;
&lt;br /&gt;
	 &lt;br /&gt;
================================================================&lt;br /&gt;
&lt;br /&gt;
* Play Information *&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Single Player           : If you want to look around.&lt;br /&gt;
&lt;br /&gt;
Cooperative             : Not much use.&lt;br /&gt;
&lt;br /&gt;
Deathmatch              : No Deathmatch spawn points&lt;br /&gt;
&lt;br /&gt;
Team Fortress           : Yep, what it's really meant for.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Construction *&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Editor(s) used          : Worldcraft, QuArk&lt;br /&gt;
&lt;br /&gt;
Build Time              : 1.5 week (testing not included)&lt;br /&gt;
&lt;br /&gt;
Compile machine         : Pentium 533, 128MB RAM&lt;br /&gt;
&lt;br /&gt;
QBSP Time               : 10 sec.&lt;br /&gt;
&lt;br /&gt;
Light Time              : 33 sec.&lt;br /&gt;
&lt;br /&gt;
VIS Time		: 42 sec.&lt;/div&gt;</summary>
		<author><name>Render</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Map:longhall&amp;diff=1290</id>
		<title>Map:longhall</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Map:longhall&amp;diff=1290"/>
		<updated>2019-08-25T15:25:07Z</updated>

		<summary type="html">&lt;p&gt;Render: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Maps|longhall]]&lt;br /&gt;
[[Category:UK Jezus]]&lt;br /&gt;
[[Category:Map_CTF|longhall]]&lt;br /&gt;
[[Category:Map_Size|Small]]&lt;br /&gt;
[[Category:Map_Teams|2]]&lt;br /&gt;
[[Category:Map_Class_Restrictions|Unknown]]&lt;br /&gt;
[[Category:Needs_Synopsis]]&lt;br /&gt;
[[Category:Needs_Something_Else|What information is missing that needs to be collected?]]&lt;br /&gt;
&lt;br /&gt;
'''Longhall''' - [https://www.megateamfortress.com/files/maps/longhall.zip Download this map!]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Map Info !! Player Synopsis/Review&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px&amp;quot; | [[File:longhall.jpg]] || style=&amp;quot;width: 300px&amp;quot; |&lt;br /&gt;
* longhall.bsp: Longhall&lt;br /&gt;
* Author: [[:Category:UK Jezus|UK Jezus]]&lt;br /&gt;
* Created: ??/??/????&lt;br /&gt;
* Size: 250K&lt;br /&gt;
* Info: [[:Category:Map_CTF|Capture The Flag]], [[:Category:Map_Teams|#]] Teams&lt;br /&gt;
* Map Size: [[:Category:Map_Size|Small]]&lt;br /&gt;
&lt;br /&gt;
short &lt;br /&gt;
|| &lt;br /&gt;
'''Player Synopsis:'''  &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Player Review:''' The bases themselves are a large ramp room. There are really many ramps in this room. From them you get the flagship, a very original design. Without using sprays, the card is weakly playable, because the corridors are well locked by snipes. With jumps, the path from base to base is much faster and you can already play. Corridors are not very narrow and not very convenient for spamming with long-playing grena. &lt;br /&gt;
The idea was not bad enough, but for better playability, you could add a couple more longhols, say, on the sides of the second floor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''From the author:'''  LongHall by [uk jezus]/Nick Kiefel&lt;br /&gt;
&lt;br /&gt;
map type: team fortress capture the flag style, two teams.&lt;br /&gt;
&lt;br /&gt;
tnx to: id software, team fortress software, qoole, worldcraft, ented folks.&lt;br /&gt;
&lt;br /&gt;
email- wrath@usa.com&lt;/div&gt;</summary>
		<author><name>Render</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=File:Longhall.jpg&amp;diff=1289</id>
		<title>File:Longhall.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=File:Longhall.jpg&amp;diff=1289"/>
		<updated>2019-08-25T15:19:04Z</updated>

		<summary type="html">&lt;p&gt;Render: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Render</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Category:UK_Jezus&amp;diff=1288</id>
		<title>Category:UK Jezus</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Category:UK_Jezus&amp;diff=1288"/>
		<updated>2019-08-25T15:18:08Z</updated>

		<summary type="html">&lt;p&gt;Render: Created page with &amp;quot;Category:Mapper&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Mapper]]&lt;/div&gt;</summary>
		<author><name>Render</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Map:longhall&amp;diff=1287</id>
		<title>Map:longhall</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Map:longhall&amp;diff=1287"/>
		<updated>2019-08-25T15:17:42Z</updated>

		<summary type="html">&lt;p&gt;Render: Created page with &amp;quot;longhall Category:UK Jezus longhall Small 2 Unknown...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Maps|longhall]]&lt;br /&gt;
[[Category:UK Jezus]]&lt;br /&gt;
[[Category:Map_CTF|longhall]]&lt;br /&gt;
[[Category:Map_Size|Small]]&lt;br /&gt;
[[Category:Map_Teams|2]]&lt;br /&gt;
[[Category:Map_Class_Restrictions|Unknown]]&lt;br /&gt;
[[Category:Needs_Synopsis]]&lt;br /&gt;
[[Category:Needs_Something_Else|What information is missing that needs to be collected?]]&lt;br /&gt;
&lt;br /&gt;
'''Mapname''' - [https://www.megateamfortress.com/files/maps/longhall.zip Download this map!]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Map Info !! Player Synopsis/Review&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px&amp;quot; | [[File:longhall.jpg]] || style=&amp;quot;width: 300px&amp;quot; |&lt;br /&gt;
* longhall.bsp: Mapname&lt;br /&gt;
* Author: [[:Category:UK Jezus|UK Jezus]]&lt;br /&gt;
* Created: ??/??/????&lt;br /&gt;
* Size: 250K&lt;br /&gt;
* Info: [[:Category:Map_CTF|Capture The Flag]], [[:Category:Map_Teams|#]] Teams&lt;br /&gt;
* Map Size: [[:Category:Map_Size|Small]]&lt;br /&gt;
&lt;br /&gt;
short &lt;br /&gt;
|| &lt;br /&gt;
'''Player Synopsis:'''  &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Player Review:''' The bases themselves are a large ramp room. There are really many ramps in this room. From them you get the flagship, a very original design. Without using sprays, the card is weakly playable, because the corridors are well locked by snipes. With jumps, the path from base to base is much faster and you can already play. Corridors are not very narrow and not very convenient for spamming with long-playing grena. &lt;br /&gt;
The idea was not bad enough, but for better playability, you could add a couple more longhols, say, on the sides of the second floor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''From the author:'''  LongHall by [uk jezus]/Nick Kiefel&lt;br /&gt;
&lt;br /&gt;
map type: team fortress capture the flag style, two teams.&lt;br /&gt;
&lt;br /&gt;
tnx to: id software, team fortress software, qoole, worldcraft, ented folks.&lt;br /&gt;
&lt;br /&gt;
email- wrath@usa.com&lt;/div&gt;</summary>
		<author><name>Render</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Map:lockdown&amp;diff=1286</id>
		<title>Map:lockdown</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Map:lockdown&amp;diff=1286"/>
		<updated>2019-08-25T15:09:03Z</updated>

		<summary type="html">&lt;p&gt;Render: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Maps|lockdown]]&lt;br /&gt;
[[Category:KwK EvilJim]]&lt;br /&gt;
[[Category:Map_CTF|lockdown]]&lt;br /&gt;
[[Category:Map_Size|Medium]]&lt;br /&gt;
[[Category:Map_Teams|2]]&lt;br /&gt;
[[Category:Map_Class_Restrictions|No]]&lt;br /&gt;
[[Category:Needs_Synopsis]]&lt;br /&gt;
[[Category:Needs_Something_Else|What information is missing that needs to be collected?]]&lt;br /&gt;
&lt;br /&gt;
'''Mapname''' - [https://www.megateamfortress.com/files/maps/lockdown.zip Download this map!]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Map Info !! Player Synopsis/Review&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px&amp;quot; | [[File:lockdown.jpg]] || style=&amp;quot;width: 300px&amp;quot; |&lt;br /&gt;
* lockdown.bsp: Lockdown&lt;br /&gt;
* Author: [[:Category:KwK EvilJim|KwK EvilJim]]&lt;br /&gt;
* Created: ??/??/????&lt;br /&gt;
* Size: 510K&lt;br /&gt;
* Info: [[:Category:Map_CTF|CTF]], [[:Category:Map_Teams|2]] Teams&lt;br /&gt;
* Map Size: [[:Category:Map_Size|Medium]]&lt;br /&gt;
&lt;br /&gt;
short &lt;br /&gt;
|| &lt;br /&gt;
'''Player Synopsis:'''  &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Player Review:''' Its unusualness is that it combines two different types of gameplay. This is a regular CTF and struggle for control points. Therefore, the architecture here is also a little unusual. There is only one hitch, but three teleporters lead from it. In the same hitch, there are two flags that need to capture control points. By the way, the procedure of returning to the hitch is unusual as well - just shoot one of the buttons with the quake symbol on the ceiling of the base. The base itself is a network of corridors enclosed by gratings. The flag is in the basement, where the elevator leads everyone. Besides him, you can leave with the flag with two vacuum cleaners. But they go to that part of the base that was originally closed. A water tunnel leads to the flagship, but it is also initially closed by a grate.&lt;br /&gt;
The points that you need to capture are located on the balconies of the bases and on the field between the bases, or rather on the side of them. For their capture and retention, individual points are awarded. If you manage to capture all three, then the team gains access to the teleport leading to the control room. From there, by firing at the appropriate buttons, you can open and close the grilles that block certain sections of the bases. Moreover, you need to do this wisely and only at the signal of your team. For the grilles open immediately at both bases. If it is possible to achieve good coordination of actions, then the enemy has a very hard time. And if not, then big problems can arise for themselves :).&lt;br /&gt;
The design of the card is clearly designed for GL and in software it does not look very special. However, this doesn’t interfere much ... I don’t know how playable this card is (IMHO, completely), but there are more than enough original and interesting ideas in it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''From the author:''' 			Lockdown by ]KwK[ EvilJim&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Files: lockdown.txt (this file)&lt;br /&gt;
       lockdown.bsp (put in quake/fortress/maps)&lt;br /&gt;
       flagwisp.wav (put in quake/sound/items)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  The gameplay of this map is a combination of standard ctf and territorial control (like canalzon). There are three command points in the map, one on each team's balcony and a third in the middle ground between the bases. Once a team controls all three, the teleporter in front of the middle control point becomes accessible to the members of that team. This teleporter leads to the control room, from where access through each base can be modified, allowing for more strategic gameplay than simple ctf.&lt;br /&gt;
&lt;br /&gt;
  Gates restrict access through the various parts of each base. The left and right hallways each have three gates, one high and one low at the front end, and one at the back. The main room has two gates, similarly situated at the front and back. A grate in the floor restricts passage through the shaft from the main room to the flag room. A single gate blocks the tunnel between the water pipes and the flag room; when closed, this gate can be opened for ten seconds by damaging it with a detpack.&lt;br /&gt;
&lt;br /&gt;
  All of these gates can be opened and shut from within the control room, by shooting the appropriate buttons. Manipulating the gates for one area will affect these gates in both bases.&lt;br /&gt;
&lt;br /&gt;
  When you capture a command point, you will respawn immediately; this is due to a bug which prevents the command marker showing up otherwise. &lt;br /&gt;
&lt;br /&gt;
  After a team has captured all of the command points, there is a 20 second period where the other team cannot recapture them, in order to avoid stalemates.&lt;br /&gt;
&lt;br /&gt;
   Scoring: You score 10 team points for capturing the enemy flag, and 1 point for every 5 seconds your team holds all three command points.&lt;br /&gt;
&lt;br /&gt;
   The shootable ceiling buttons scattered around each base allow players of that base's team to respawn. They must be damaged directly (eg shotgun fire or a direct rocket hit); splash damage won't trigger them. The button in each team's respawn will remove any command markers from any player who shoots it.&lt;br /&gt;
&lt;br /&gt;
Credits&lt;br /&gt;
&lt;br /&gt;
   Map by ]KwK[ EvilJim&lt;br /&gt;
   Thanks to dp and mercury&lt;br /&gt;
&lt;br /&gt;
Textures used:&lt;br /&gt;
&lt;br /&gt;
   Mostly original quake textures, some brick and metal textures stolen from Zerstorer, rock floor in the drill room originally from Rorshach's Clockwork Droid texture set for Q3&lt;br /&gt;
(http://www.planetquake.com/polycount/cottages/rorshach/textures/clockwork.htm).&lt;br /&gt;
&lt;br /&gt;
Sounds:&lt;br /&gt;
&lt;br /&gt;
   flagwisp.wav, stolen from Impact.&lt;/div&gt;</summary>
		<author><name>Render</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Category:KwK_EvilJim&amp;diff=1285</id>
		<title>Category:KwK EvilJim</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Category:KwK_EvilJim&amp;diff=1285"/>
		<updated>2019-08-25T14:23:49Z</updated>

		<summary type="html">&lt;p&gt;Render: Created page with &amp;quot;Category:Mapper&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Mapper]]&lt;/div&gt;</summary>
		<author><name>Render</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=File:Lockdown.jpg&amp;diff=1284</id>
		<title>File:Lockdown.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=File:Lockdown.jpg&amp;diff=1284"/>
		<updated>2019-08-25T14:23:25Z</updated>

		<summary type="html">&lt;p&gt;Render: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Render</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Map:lockdown&amp;diff=1283</id>
		<title>Map:lockdown</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Map:lockdown&amp;diff=1283"/>
		<updated>2019-08-25T14:23:01Z</updated>

		<summary type="html">&lt;p&gt;Render: Created page with &amp;quot;*lockdown Category:KwK EvilJim lockdown Medium 2 No...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Maps|*lockdown]]&lt;br /&gt;
[[Category:KwK EvilJim]]&lt;br /&gt;
[[Category:Map_CTF|lockdown]]&lt;br /&gt;
[[Category:Map_Size|Medium]]&lt;br /&gt;
[[Category:Map_Teams|2]]&lt;br /&gt;
[[Category:Map_Class_Restrictions|No]]&lt;br /&gt;
[[Category:Needs_Synopsis]] (Delete this line unless you're not providing a synopsis for the map.)&lt;br /&gt;
[[Category:Needs_Something_Else|What information is missing that needs to be collected?]]&lt;br /&gt;
&lt;br /&gt;
'''Mapname''' - [https://www.megateamfortress.com/files/maps/lockdown.zip Download this map!]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Map Info !! Player Synopsis/Review&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px&amp;quot; | [[File:lockdown.jpg]] || style=&amp;quot;width: 300px&amp;quot; |&lt;br /&gt;
* lockdown.bsp: Lockdown&lt;br /&gt;
* Author: [[:Category:KwK EvilJim|KwK EvilJim]]&lt;br /&gt;
* Created: ??/??/????&lt;br /&gt;
* Size: 510K&lt;br /&gt;
* Info: [[:Category:Map_CTF|CTF]], [[:Category:Map_Teams|2]] Teams&lt;br /&gt;
* Map Size: [[:Category:Map_Size|Medium]]&lt;br /&gt;
&lt;br /&gt;
short &lt;br /&gt;
|| &lt;br /&gt;
'''Player Synopsis:'''  &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Player Review:''' Its unusualness is that it combines two different types of gameplay. This is a regular CTF and struggle for control points. Therefore, the architecture here is also a little unusual. There is only one hitch, but three teleporters lead from it. In the same hitch, there are two flags that need to capture control points. By the way, the procedure of returning to the hitch is unusual as well - just shoot one of the buttons with the quake symbol on the ceiling of the base. The base itself is a network of corridors enclosed by gratings. The flag is in the basement, where the elevator leads everyone. Besides him, you can leave with the flag with two vacuum cleaners. But they go to that part of the base that was originally closed. A water tunnel leads to the flagship, but it is also initially closed by a grate.&lt;br /&gt;
The points that you need to capture are located on the balconies of the bases and on the field between the bases, or rather on the side of them. For their capture and retention, individual points are awarded. If you manage to capture all three, then the team gains access to the teleport leading to the control room. From there, by firing at the appropriate buttons, you can open and close the grilles that block certain sections of the bases. Moreover, you need to do this wisely and only at the signal of your team. For the grilles open immediately at both bases. If it is possible to achieve good coordination of actions, then the enemy has a very hard time. And if not, then big problems can arise for themselves :).&lt;br /&gt;
The design of the card is clearly designed for GL and in software it does not look very special. However, this doesn’t interfere much ... I don’t know how playable this card is (IMHO, completely), but there are more than enough original and interesting ideas in it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''From the author:''' 			Lockdown by ]KwK[ EvilJim&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Files: lockdown.txt (this file)&lt;br /&gt;
       lockdown.bsp (put in quake/fortress/maps)&lt;br /&gt;
       flagwisp.wav (put in quake/sound/items)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  The gameplay of this map is a combination of standard ctf and territorial control (like canalzon). There are three command points in the map, one on each team's balcony and a third in the middle ground between the bases. Once a team controls all three, the teleporter in front of the middle control point becomes accessible to the members of that team. This teleporter leads to the control room, from where access through each base can be modified, allowing for more strategic gameplay than simple ctf.&lt;br /&gt;
&lt;br /&gt;
  Gates restrict access through the various parts of each base. The left and right hallways each have three gates, one high and one low at the front end, and one at the back. The main room has two gates, similarly situated at the front and back. A grate in the floor restricts passage through the shaft from the main room to the flag room. A single gate blocks the tunnel between the water pipes and the flag room; when closed, this gate can be opened for ten seconds by damaging it with a detpack.&lt;br /&gt;
&lt;br /&gt;
  All of these gates can be opened and shut from within the control room, by shooting the appropriate buttons. Manipulating the gates for one area will affect these gates in both bases.&lt;br /&gt;
&lt;br /&gt;
  When you capture a command point, you will respawn immediately; this is due to a bug which prevents the command marker showing up otherwise. &lt;br /&gt;
&lt;br /&gt;
  After a team has captured all of the command points, there is a 20 second period where the other team cannot recapture them, in order to avoid stalemates.&lt;br /&gt;
&lt;br /&gt;
   Scoring: You score 10 team points for capturing the enemy flag, and 1 point for every 5 seconds your team holds all three command points.&lt;br /&gt;
&lt;br /&gt;
   The shootable ceiling buttons scattered around each base allow players of that base's team to respawn. They must be damaged directly (eg shotgun fire or a direct rocket hit); splash damage won't trigger them. The button in each team's respawn will remove any command markers from any player who shoots it.&lt;br /&gt;
&lt;br /&gt;
Credits&lt;br /&gt;
&lt;br /&gt;
   Map by ]KwK[ EvilJim&lt;br /&gt;
   Thanks to dp and mercury&lt;br /&gt;
&lt;br /&gt;
Textures used:&lt;br /&gt;
&lt;br /&gt;
   Mostly original quake textures, some brick and metal textures stolen from Zerstorer, rock floor in the drill room originally from Rorshach's Clockwork Droid texture set for Q3&lt;br /&gt;
(http://www.planetquake.com/polycount/cottages/rorshach/textures/clockwork.htm).&lt;br /&gt;
&lt;br /&gt;
Sounds:&lt;br /&gt;
&lt;br /&gt;
   flagwisp.wav, stolen from Impact.&lt;/div&gt;</summary>
		<author><name>Render</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=File:Lilbvr.jpg&amp;diff=1282</id>
		<title>File:Lilbvr.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=File:Lilbvr.jpg&amp;diff=1282"/>
		<updated>2019-08-25T07:35:52Z</updated>

		<summary type="html">&lt;p&gt;Render: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Render</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Map:lilbvr&amp;diff=1281</id>
		<title>Map:lilbvr</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Map:lilbvr&amp;diff=1281"/>
		<updated>2019-08-25T07:35:27Z</updated>

		<summary type="html">&lt;p&gt;Render: Created page with &amp;quot;lilbvr Category:Jonan lilbvr Small 2 Unknown Cate...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Maps|lilbvr]]&lt;br /&gt;
[[Category:Jonan]]&lt;br /&gt;
[[Category:Map_CTF|lilbvr]]&lt;br /&gt;
[[Category:Map_Size|Small]]&lt;br /&gt;
[[Category:Map_Teams|2]]&lt;br /&gt;
[[Category:Map_Class_Restrictions|Unknown]]&lt;br /&gt;
[[Category:Needs_Synopsis]]&lt;br /&gt;
&lt;br /&gt;
'''Little Blue Versus Red''' - [https://www.megateamfortress.com/files/maps/lilbvr.zip Download this map!]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Map Info !! Player Synopsis/Review&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px&amp;quot; | [[File:lilbvr.jpg]] || style=&amp;quot;width: 300px&amp;quot; |&lt;br /&gt;
* lilbvr.bsp: Little Blue Versus Red&lt;br /&gt;
* Author: [[:Category:Jonan|Jonan]]&lt;br /&gt;
* Created: 11/15/2002&lt;br /&gt;
* Size: 180K&lt;br /&gt;
* Info: [[:Category:Map_CTF|Capture The Flag]], [[:Category:Map_Teams|2]] Teams&lt;br /&gt;
* Map Size: [[:Category:Map_Size|Small]]&lt;br /&gt;
&lt;br /&gt;
|| &lt;br /&gt;
'''Player Synopsis:'''  &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Player Review:''' Now any classes are allowed on the map. All the advantages and disadvantages of the card itself remained from the original.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''From the author:'''    This map is designed for Quake(World) Team Fortress&lt;br /&gt;
----------------------------------------------------------------&lt;br /&gt;
================================================================&lt;br /&gt;
Made 15th November 2001&lt;br /&gt;
&lt;br /&gt;
Entities Edited 29th July 2002&lt;br /&gt;
&lt;br /&gt;
=======================Map Information==========================&lt;br /&gt;
&lt;br /&gt;
Title:		Little Blue versus Red&lt;br /&gt;
&lt;br /&gt;
Filename(s):	lilbvr.bsp and lilbvr.txt&lt;br /&gt;
&lt;br /&gt;
Author:		Jon &amp;quot;Jonan&amp;quot; Anderson&lt;br /&gt;
&lt;br /&gt;
Email:		jonan@xtra.co.nz&lt;br /&gt;
&lt;br /&gt;
ICQ UIN:	15096542&lt;br /&gt;
&lt;br /&gt;
Description:	TeamFortress v2.8 Quake Map&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=======================Play Information=========================&lt;br /&gt;
&lt;br /&gt;
This map does not work properly without the TeamFortress QuakeC&lt;br /&gt;
patch, which can be downloaded from&lt;br /&gt;
http://www.planetquake.com/teamfortress or from ftp.cdrom.com&lt;br /&gt;
&lt;br /&gt;
For 2 or more players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==========================Gameplay==============================&lt;br /&gt;
&lt;br /&gt;
10 team frags per cap.&lt;br /&gt;
&lt;br /&gt;
Full resupply to capper.&lt;br /&gt;
&lt;br /&gt;
Capture point is on flag spawn.&lt;br /&gt;
&lt;br /&gt;
===========================Legal Stuff=======================================&lt;br /&gt;
&lt;br /&gt;
(c)copyright 2002 by Jon Anderson&lt;br /&gt;
NO MODIFICATIONS ARE TO BE MADE TO THIS MAP OR ENTITIES WITHOUT MY PERMISSION.&lt;br /&gt;
&lt;br /&gt;
YOU MAY NOT USE THIS MAP FOR COMMERICAL PROJECTS WITHOUT MY PERMISSION.&lt;br /&gt;
&lt;br /&gt;
IF YOU WISH TO USE PORTIONS OF THIS MAP FOR YOUR OWN FREE MAP PROJECT &lt;br /&gt;
&lt;br /&gt;
YOU MUST ASK.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=============================================================================&lt;br /&gt;
&lt;br /&gt;
==============Completed projects=============================================&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Team Fortress&lt;br /&gt;
&lt;br /&gt;
KING - King of the Hill&lt;br /&gt;
&lt;br /&gt;
TRY7 - Try and try again&lt;br /&gt;
&lt;br /&gt;
HMW - Heavy Metal War&lt;br /&gt;
&lt;br /&gt;
COUP - Coup&lt;br /&gt;
&lt;br /&gt;
ASS - Assault&lt;br /&gt;
&lt;br /&gt;
SLAM - Slam-Ball&lt;br /&gt;
&lt;br /&gt;
LILBVR - Little Blue versus Red&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slide&lt;br /&gt;
&lt;br /&gt;
JSLIDE1 - Castle Slide. &lt;br /&gt;
=============================================================================&lt;/div&gt;</summary>
		<author><name>Render</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=File:Lavag.jpg&amp;diff=1279</id>
		<title>File:Lavag.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=File:Lavag.jpg&amp;diff=1279"/>
		<updated>2019-08-25T04:55:38Z</updated>

		<summary type="html">&lt;p&gt;Render: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Render</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Map:lavag&amp;diff=1275</id>
		<title>Map:lavag</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Map:lavag&amp;diff=1275"/>
		<updated>2019-08-25T04:35:28Z</updated>

		<summary type="html">&lt;p&gt;Render: Created page with &amp;quot;lavag Category:The Harb!ngeR of Fish lavag Small 2 Category:Map_Class_Restrictions|Un...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Maps|lavag]]&lt;br /&gt;
[[Category:The Harb!ngeR of Fish]]&lt;br /&gt;
[[Category:Map_CTF|lavag]]&lt;br /&gt;
[[Category:Map_Size|Small]]&lt;br /&gt;
[[Category:Map_Teams|2]]&lt;br /&gt;
[[Category:Map_Class_Restrictions|Unknown]]&lt;br /&gt;
[[Category:Needs_Synopsis]]&lt;br /&gt;
&lt;br /&gt;
'''Lava Giant - Harb!ngeR Edition''' - [https://www.megateamfortress.com/files/maps/lavag.zip Download this map!]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Map Info !! Player Synopsis/Review&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px&amp;quot; | [[File:lavag.jpg]] || style=&amp;quot;width: 300px&amp;quot; |&lt;br /&gt;
* lavag.bsp: Lava Giant - Harb!nger Edition&lt;br /&gt;
* Author: [[:Category:The Harb!ngeR of Fish|The Harb!ngeR of Fish]]&lt;br /&gt;
* Created: 02/25/2000&lt;br /&gt;
* Size: 500K&lt;br /&gt;
* Info: [[:Category:Map_CTF|Capture The Flag]], [[:Category:Map_Teams|2]] Teams&lt;br /&gt;
* Map Size: [[:Category:Map_Size|Small 4-8 Players]]&lt;br /&gt;
 &lt;br /&gt;
|| &lt;br /&gt;
'''Player Synopsis:'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Player Review:'''  Two small forts, separated by a field, with a wall between them. There are three aisles in the wall. The card? does not have external walls at all, so you can easily fall into the void. Unusual, but cool enough. The graphics are dark (obviously designed for GL). But what has lava to do with it?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''From the author:'''&lt;br /&gt;
&lt;br /&gt;
Name:           Lava Giant - Harb!ngeR Edition&lt;br /&gt;
&lt;br /&gt;
Author:         The Harb!ngeR of Fish&lt;br /&gt;
&lt;br /&gt;
Email :         harb@planetquake.com&lt;br /&gt;
&lt;br /&gt;
Date :          Feb 25th 2000&lt;br /&gt;
&lt;br /&gt;
WebSite :       www.planetquake.com/elf&lt;br /&gt;
&lt;br /&gt;
ICQ :           30578982&lt;br /&gt;
&lt;br /&gt;
.Bsp name:      LAVAG.BSP&lt;br /&gt;
&lt;br /&gt;
Spec:           THIS MAP IS A CTF MAP FOR THE MOD 'TEAMFORTRESS'&lt;br /&gt;
&lt;br /&gt;
		Two bases seperated by an open area bisected by cliffs.&lt;br /&gt;
&lt;br /&gt;
Level info:     A mate of mine described a map he'd played in the game&lt;br /&gt;
		Unreal Tournament, and asked me to make something similar for&lt;br /&gt;
		Quake TF. I have no idea if the map looks the same since I&lt;br /&gt;
		never got more than a cursory glance at the UT version, but&lt;br /&gt;
		I'm assured it's recognizable.&lt;br /&gt;
&lt;br /&gt;
ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ&lt;br /&gt;
&lt;br /&gt;
Thanks to:&lt;br /&gt;
&lt;br /&gt;
		Nobody&lt;br /&gt;
&lt;br /&gt;
Screams of frustration and torment for:&lt;br /&gt;
&lt;br /&gt;
		Everybody&lt;br /&gt;
&lt;br /&gt;
Final comments:&lt;br /&gt;
&lt;br /&gt;
		Be brief, be fast, be deadly.&lt;br /&gt;
&lt;br /&gt;
ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ&lt;br /&gt;
&lt;br /&gt;
Build Machine:          PII 266 w 32 mb RAM&lt;br /&gt;
Compile machine:        PII 266 w 32 mb RAM&lt;br /&gt;
(QBSP)                          time: 2 Mins?&lt;br /&gt;
(ARGHLITE -extra)               time: 5 Mins?&lt;br /&gt;
(RVISPLUS)                      time: 10 Mins?&lt;br /&gt;
VIS compresion level - ?&lt;br /&gt;
Leaks: None of course :)	All figures are approximate since I wasn't&lt;br /&gt;
Models:                 ?	there when it compiled :P&lt;br /&gt;
Entities:               ?&lt;br /&gt;
Textures:               20ish?&lt;br /&gt;
&lt;br /&gt;
Texture sources : Quakes 1 &amp;amp; 3&lt;br /&gt;
                  2MachSE (Rock texture)&lt;br /&gt;
                  IKbase&lt;br /&gt;
&lt;br /&gt;
Type of patch: New Level.&lt;br /&gt;
Build time:    1 DAY&lt;br /&gt;
Editors used:  BSP, MS-DOS EDIT.&lt;br /&gt;
New levels:    1&lt;br /&gt;
Single player: X&lt;br /&gt;
CO-OP:         X&lt;br /&gt;
Deathmatch :   X&lt;br /&gt;
Teamplay DM:   X&lt;br /&gt;
Team Fortress: YES&lt;br /&gt;
&lt;br /&gt;
New .mdl files: NO (Not unless you count the TF ones :P)&lt;br /&gt;
New Sounds: YES (put them in /fortress/sound/harbmaps)&lt;br /&gt;
New music:  NO&lt;br /&gt;
New skins:  NO&lt;br /&gt;
&lt;br /&gt;
ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ&lt;br /&gt;
&lt;br /&gt;
Bugs:&lt;br /&gt;
&lt;br /&gt;
None!! Mwahahaha!!! NEVER A BUG IN MY LEVEL!!!&lt;br /&gt;
&lt;br /&gt;
ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ&lt;br /&gt;
&lt;br /&gt;
Long live Quake! (Forever &amp;amp; Ever Amen!)&lt;br /&gt;
Down with poor quality clone games!&lt;br /&gt;
Down with my enemies!&lt;br /&gt;
Please?&lt;br /&gt;
&lt;br /&gt;
ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ&lt;br /&gt;
&lt;br /&gt;
Leagal stuff:&lt;br /&gt;
&lt;br /&gt;
Not much, I'm not fussy, but there are requirements below:&lt;br /&gt;
&lt;br /&gt;
This file is to be included with the level if it is posted anywhere.&lt;br /&gt;
&lt;br /&gt;
The contents of this file are not to be changed or modified in any way.&lt;br /&gt;
&lt;br /&gt;
This map and file are Copyright (c) Benjamin Skinner 1999.&lt;br /&gt;
&lt;br /&gt;
This map may be used as part of a patch or for part of a campaign, all I ask&lt;br /&gt;
is that this file is included and the title is unchanged. Try and get in&lt;br /&gt;
touch with me if you want to do this, and I'll see about sending you the .map&lt;br /&gt;
file, I'd just like to know where my stuff has gone, that's all.&lt;br /&gt;
                                &lt;br /&gt;
ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ&lt;br /&gt;
&lt;br /&gt;
Coming soon........&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
Q3F_HUNTED perhaps?&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
Okay, okay...&lt;br /&gt;
&lt;br /&gt;
Enough adverts already.....&lt;br /&gt;
&lt;br /&gt;
ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ&lt;br /&gt;
&lt;br /&gt;
All about me.&lt;br /&gt;
&lt;br /&gt;
I'm the Harb!ngeR, basically a half decent grade player with a set of feindish&lt;br /&gt;
ideas for levels.&lt;br /&gt;
&lt;br /&gt;
I'm basically the project leader on what has now become the ELF team, a bunch&lt;br /&gt;
of guys who make free stuff for Quake and post it on the net.&lt;br /&gt;
&lt;br /&gt;
I often 'loan out' my mapping skills to other teams, recent work includes maps&lt;br /&gt;
for:&lt;br /&gt;
Street Fighter 2 Quake (1 map)&lt;br /&gt;
Swarm mod for Half Life (2 maps)&lt;br /&gt;
StarWars, Duel of the Fates, for Quake (1 map +others requested)&lt;br /&gt;
&lt;br /&gt;
If 'ya like my work, get in touch, I'd love to hear from people, especially&lt;br /&gt;
if they want to give me lots of cash!&lt;br /&gt;
&lt;br /&gt;
ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
                     ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ»&lt;br /&gt;
                     º     I am the Harb!ngeR.     º&lt;br /&gt;
                     ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ¼&lt;br /&gt;
&lt;br /&gt;
                     ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ»&lt;br /&gt;
                     º  Nothing like GoldFinger.   º&lt;br /&gt;
                     ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ¼&lt;/div&gt;</summary>
		<author><name>Render</name></author>
		
	</entry>
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