Map:fort0rz

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Fort0rz - The Infiltration (v.1.0) - Download this map!

Image Map Info Player Synopsis/Review
Fort0rz.jpg
  • fort0rz.bsp: Fort0rz - The Infiltration (v.1.0)
  • Author: Eddie Wong (Orion)
  • Created: 07/11/1999
  • Size: 575K
  • Info: Assault, 2 Teams
  • Map Size: Medium 6-12 players

Game attack on the defense.

Player Synopsis: The goal of the attackers is to take out the flags. The goal of the defenders is to drag out time. The basis for the defenders is, updated to design, half of the fifth forts. The attacker's bin is made from scratch. Defenders can not cross the bridge. Horalashaya card for the game attack on the defense. Also, a very successful (not vulgar) processing of the dasain of the fort site. It was possible and full-fledged such forts to do :)

Player Review:

From the author:

    *** This map was designed for TeamFortress v2.8/2.9 ***

"Some people sit and think. I prefer to just sit."

    - Maximize this screen to avoid word wrapping errors -
====================================================

Title/Worldspawn text : Fort0rz - The Infiltration

: [Version 1.0]

: By Orion

: [freadban@hotmail.com]

Filename : fort0rz.bsp

Version : v1.0 Service Release 1 [11/07/99]

Author : Orion [Eddie Wong]

Email Address : freadban@hotmail.com

Description : An Infiltration (offence/defence) map. More details below.

Known Bugs : - n/a -

The Fort0rz Team...

Map construction: Orion

Lead Tester: Kill Kenny

Lead Map Advisor: Silva

QA Team: Kill Kenny, Silva, Fanatic, Insanity, Cerbius, Razzimatazz, Neotiger, Digriz, TTTT, Corrupt, Muzza

Publicity: NZTF Players Vault, NZTFNews

Gamesmaster Liaisons: Shrimp, Slime, Silva

Map advice: Purge, Razzimatazz, Neotiger

QA Clans: - n/a -

====================================================
  • Play Information *

Single Player : No

Cooperative : No

Deathmatch : No

TeamFortress : 32-player limit, suits 8-24 players

Difficulty Settings : No

New Sounds : No

New Textures : Yes

New Music : Plays CD Track 6

Demos Replaced : None

  • Construction *

Base : 2fort5 (by TF Software) Callisto (by me)

Editor(s) used : Worldcraft 1.6 Registered

: EntEd 2.0 Registered

Build Time : 4 weeks

Build Details : QBSP std compile - 3 min 16 sec

: LIGHT extra compile - 4 min 47 sec

: RVIS level 4 compile - 2 min 51 sec

: Total compile time - 10 min 55 sec

Level vised for GL : Yes

=====================================================
  • Installation *

Files in this archive:

fort0rz.bsp - The map.

cap1.wav - Capping sound file.

fort0rz.txt - You're reading it now.

rules.txt - How to play (identical to the "How to play" section below)

Unzip fort0rz.bsp into your fortress\maps directory.

Unzip cap1.wav into your fortress\sound\items directory.

Don't forget to read fort0rz.txt (or rules.txt).

=====================================================
  • How to Play and Other Details *

Fort0rz - The Infiltration is an offence/defence or 'Infiltration' map. If you don't know how an offence/defence map works, or if this is your first time playing Fort0rz - The Infiltration, or if you just need to recap on how to play - then READ THIS SECTION CAREFULLY!

How to play


BLUE TEAM - This is the Infiltration or Offence Team. Your task is to grab the flag located in the basement of the Defence Team's fort, then take it to the Command Centre located in your barracks. Obviously, you'll have to face large amounts of enemy gunfire on the way in... and on the way out! Teamwork and communication is necessary to score.

RED TEAM - This is the Defence Team. Your task is to stop the Infiltration Team from grabbing your flag and capturing it. Easy enough? Don't hold your breath... you won't score any points unless that flag is on that pad in that basement!

SPAWNING - Each team spawns within their respective 'bases'. The Defenders hold a fort similar in layout to the original 2fort5 fort, with the appropriate respawn and resupply rooms. The Infiltrators hold a 'barracks' with respawn areas being a rooftop respawn above the resupply room, and an outside canyon area with pipe access to the barracks.

GAMEPLAY AREAS - The Defence Team's territory extends across the water to just beyond the bridge. DEFENDERS CANNOT ENTER THE INFILTRATORS' BASE. If any Defenders cross the invisible boundary - they are killed, simple as that. The Infiltrators have full rein of the map excluding specific Defender respawn and resupply rooms.

SCORING - For each period of five minutes (300 seconds) that the flag remains on the pad in the basement, the Defence Team gains 10 team points. If the flag is elsewhere on the map, or is being carried by an Infiltrator, the Defence Team will not gain any points. The Infiltration Team gains 10 team points for each successful flag capture. In addition, the capping player on the Infiltration side gains an extra 2 frags, but only if Indi-Frags mode is enabled.

LAYOUT - The map is essentially a made-over 2fort5, with the absence of a Blue fort.

MISCELLANEOUS - Other miscellaneous tidbits:

Ammo - Ammo 'dispensers' are found in every resupply area, with a respawn time of 2 seconds. Look for wall-based pads with a hand etched into them.

Medikits - There are medikit 'dispensers' in every resupply area. In the case of the Infiltration team, medikits are located in the Infirmary. These dispensers 'respawn' after 15 seconds. Look for wall-based pads with medikit signs on them.

Grenades - Gren1s can be found in every resupply area. However, to limit Gren2 spam, Gren2s are only available from the BASEMENT resupply room (for the Defence team), and from the COMMAND CENTRE (for the Infiltration team). Grenades respawn after 5 seconds.

Armour - Armour is found in every resupply area, with a respawn time of 2 seconds.

Detpacks - There are no respawning detpacks.

The flag - 30 seconds after it is dropped by an Infiltrator, it will return to the basement. (This also resets the 300-second counting cycle for the Defenders)

TIPS AND SECRETS - Build up your own stockpile of tips and playing methods (like suitable defence/infiltration classes, etc). A word about secrets: there are none in this version.

Happy fragging! Eddie "Orion" Wong July 1999

Revision info


Version 1.0 Released 9 July 1999 LIGHT: extra VIS: level 4

- Initial release, complete with info on 'How to play'. - This version does not work in GL mode (crashes with 'AllocBlock: full' error).

---

Version 1.0 Service Release 1 Released 11 July 1999 LIGHT: normal VIS: level 4

- Scoring revised. Timer also now checks to see if flag is in basement, and awards points accordingly. - Rules.txt updated with new scoring method. - Cap1.wav added to archive. Place it in fortress\sound\items directory. - Map recompiled. Also fixes the GL 'AllocBlock' bug.

Thanks to


- The Fort0rz team - Clan [ID] - The rest of the NZTF community

- Pink Floyd

- Tim, Dave, Chad, Maria et al over at The Shack - BK for those flame-grilled burgers and Subway for those footlong subs!

- Monty Python, Austin Powers, and any other great comedy shows I've watched

- John Cook at TF Software/VALVe LLC (for not replying to my email, among other things,

 such as making the game we all know as TF!)
=====================================================
  • Copyright *

Copyright © 1999 Eddie Wong All rights reserved

Usage of Fort0rz - The Infiltration as a base for a new level is prohibited without the author's permission.

Usage of Fort0rz - The Infiltration as part of a commercial project is prohibited without the author's permission.

Distribution of Fort0rz - The Infiltration via the Internet for TF gameplay on Quake TF servers is granted without charge and at own risk, as long as this text file is included.

Distribution of Fort0rz - The Infiltration on commercial media is prohibited without the author's permission.

=====================================================
  • Compile info *

---


    • Executing...
    • Command: Copy File
    • Parameters: "C:\PROGRA~1\WORLDC~1\2FORT0RZ.map" "c:\games\quake\id1\maps\2FORT0RZ.map"


    • Executing...
    • Command: C:\Program Files\WorldCraft\qtools\Qbsp.exe
    • Parameters: c:\games\quake\id1\maps\2FORT0RZ

outputfile: c:\games\quake\id1\maps\2FORT0RZ.bsp --- LoadMapFile --- c:\games\quake\id1\maps\2FORT0RZ.map

 894 brushes
 243 entities
  43 miptex
 178 texinfo

building hulls sequentially... --- Brush_LoadEntity --- 831 brushes read


CSGFaces ----

5379 brushfaces

16199 csgfaces

4104 mergedfaces

--- SolidBSP ---

6541 split nodes
3051 solid leafs
3491 empty leafs
   0 water leafs

11661 leaffaces 10669 nodefaces


portalize ----

--- FillOutside --- 4164 outleafs --- SolidBSP ---

2529 split nodes
1485 solid leafs
1045 empty leafs
   0 water leafs
7022 leaffaces
6162 nodefaces

4186 outleafs 5950 outleafs --- MergeAll --- 3432 mergefaces writing c:\games\quake\id1\maps\2FORT0RZ.prt MODEL: *1 MODEL: *2 MODEL: *3 MODEL: *4 MODEL: *5 MODEL: *6 MODEL: *7 MODEL: *8 MODEL: *9 MODEL: *10 MODEL: *11 MODEL: *12 MODEL: *13 MODEL: *14 MODEL: *15 MODEL: *16 MODEL: *17 --- FinishBSPFile --- WriteBSPFile: c:\games\quake\id1\maps\2FORT0RZ.bsp added 0 texture frames

1659 planes        33180
7429 vertexes      89148
2108 nodes         50592
 178 texinfo        7120
5251 faces        105020
4947 clipnodes     39576
1189 leafs         33292
6817 marksurfaces  13634

26043 surfedges 52086 13132 edges 52528

  43 textures     407856
     lightdata         0
     visdata           0
     entdata       27424
    • Executing...
    • Command: C:\Program Files\WorldCraft\qtools\Light.exe
    • Parameters: -extra c:\games\quake\id1\maps\2FORT0RZ

LightFaces ----

extra sampling enabled 243 entities read lightdatasize: 270501 0 switchable light styles 297.0 seconds elapsed

    • Executing...
    • Command: C:\Program Files\WorldCraft\qtools\Rvis.exe
    • Parameters: c:\games\quake\id1\maps\2FORT0RZ

vis ----

1086 portalleafs 3087 numportals average leafs visible: 76 c_chains: 2039415 visdatasize:28295 compressed from 147696 171.0 seconds elapsed