Sentinel.bsp
A Quake Team Fortress map.
A Quake Team Fortress map.
Map Filename: sentinel.bsp
Description: TeamFortress v2.5 Quake Map (a level for a computer game.)
Quake is an early First person shooter computer game released in 1996. Team Fortress is a modification of Quake allowing for classes and more teamplay options. This file is a custom made level for Quake Team Fortress.
QuakeWorld is a variation on the Quake executable optimized for online play. nQuake is a modern Quakeworld package which includes the Team Fortress mod, among other things. Were one inclined to play Quake, http://nquake.com/ is a good place to start.
Author: Kieran Beckingham
Email Address: t3tragrammation@gmail.com
* Play Information *
This map does not work properly without the TeamFortress v2.14
QuakeC patch. (or later, or some dirivative there of.)
Standard CTF style game play. 2 teams battle it out to capture each other's flag while simultaneously defending their own. Each successful capture results in 10 point granted to the flag carrier's team. Take the flag to the area marked "control room" in your teams base to capture. Flag carriers who die drop the flag. Dropped flags return home after 45 seconds.
Players spawn in various places within their team's base. There is no "spawn room." There are 3 supply stations in each base where players can resupply with ammo, health, armor and grenades. There is also an ammo pack in the flag room of each base to assist in resupply and construction of sentry guns. Each supply pack has a cooldown period of 7 seconds after use.
From the onset, I wanted to make a map that was designed for small, frantic CQB type engagements. I also wanted to make it favor the Engineer class a little by giving him good sentry gun placements. The end product may be a little too Engineer friendly, but that's what spies are for I guess. I feel that a main reason why Engineer is a little underplayed is because mappers didn't really cater to them.
Most newer QTF maps I've seen were large arena styled maps focused more on bunnyhopping and flag rushing. While that's cool and all I felt that pulling it in a bit would help with class balance, and give greater opportunities for more varied and interesting encounters, as opposed to some games where it ends up being "all Soldier" in some giant box.
* Construction *
Base: From scratch.
Build time: 1 week.
Editor(s) used:
Trenchbroom http://kristianduske.com/trenchbroom/
Wordpad
Texture wads used: https://www.quaddicted.com/files/wads/
idbase_ultimate.wad
sin.wad
jackbootq1.wad
jf2.wad (crates.)
Compiler programs:
TreeQBSP v2.05 http://web.comhem.se/bjp/
WVis 2.31
Q1rad.exe
Additional Programs:
Tex Mex Texture editor.
Newskip.exe to make the transparent wall in the flag rooms.
Known Bugs: Texture misalignment, and not too crazy about some of the lighting. These are more matters of opinion, not really bugs.
* Other Info *
TreeQBSP output:
------ FinishBSPFile ------
WriteBSPFile: sentinel.bsp
4609 planes 92180
13751 vertexes 165012
4714 nodes 113136
4863 texinfo 194520
9896 faces 197920
12917 clipnodes 103336
2758 leafs 77224
13684 marksurfaces 27368
47787 surfedges 191148
23910 edges 95640
146 textures 1415728
lightdata 0
visdata 0
entdata 33025
Vis output:
Full: 100.0%, Elapsed:2:06.09, Left: 0:00, Total: 2:00, 100%
average leafs visible: 235
max leafs visible: 732 near (560 48 384)
c_chains: 63491423
visdatasize: 165 kb compressed from 860 kb
Elapsed time : 2:11.18
Compile machine:
Intel Core i3 4170
16GB DDR3
* Dedication *
This map is dedicated to people who wont grow up and/or get with the times.
* Thanks *
Id Software
Team Fortress Software
Anyone who had anything to do with the programs I used.
Anyone who plays this map.
-end file