Sunday, July 16, 2017

Tec.bsp

Tec.bsp
TecBases!
A QWTF map.

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This map was made sometime in the late 90s. It was one of my first maps.


It uses MegaTF entities.



Egypt2,bsp

Egypt2.bsp
Egtptian Keepaway!
A QWTF map.

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Note: Included in the rar file is another version of the map (egypt2r.bsp) in which someone other than myself revised the entities in the map


This is a Quake World Team Fortress Keep Away map. Two teams battle it out to control a single flag located in the center of the map.


Layout is pretty straight forward. Take the flag at the center of the map and go hide in your base. If your team doesn't have the flag but the other team does, then go get it. Dropped flags return after 5 seconds. There's a quad damage in each base accessible from behind the large teleporter.

This map is uncommon for keep away maps in that the player can't resupply in the enemy base. This was not for gameplay or balance reasons, rather it because I had no idea at the time that that was the typical way of doing it. This map was built in 2003.


Egypt.bsp

Egypt.bsp
Egyptian Base
A QWTF map.

Download


 This is a map for Quake Team Fortress. Two teams battle it out to capture each other's flags while simultaneously defending their own.



The gameplay of this map was flawed in how the flagroom was layed out relative to the main room of the base. There is only one way into the flag room which made it too easy to defend. I remember kind of rushing it even though I knew I should have added a second entryway.

I used the BSP  map editor.

It was well received at the time it was made, but the best part of this map was the textures used. The Sock Egypt texture set became the one I used the most afterwards.


Disorder.bsp

Disorder.bsp
Disorder and medians
A QWTF map.

Download


This is a map for Quake Team Fortress. Two teams battle it out to capture each other's flags while simultaneously defending their own.


I made it a long time ago. (early 2000s) It was made using the BSP map editor in a short period of time. I also used q1rad for the first time on this map. I used that light compiler for a long time afterwards until I found the Tyrutils.

Another basic layout of a map. Over time it's proved to play well as a 1v1 or 2v2 map, which it was intended to be.


gods.bsp

Gods.bsp
Fight Like Gods!
A QWTF 4Team KeepAway map!

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Notice: In order to play this map clients must add "-mem 128" to the Ezquake command line. This map has not been tested with other QW clients. The map will run in Quakespasm.

This is a map for Quake Team Fortress. Four teams battle it out to control a single flag. control of the flag grants the controlling team 5 points every 30 seconds along with 5 seconds of quad.


There are five resupply packs scattered within the map. Each fully resupplies the player and has a 7 second cool down period after use. Each pack location was designed as a defensible hardpoint giving the controlling team options for defense.

The map was designed to encourage trick jumping, and cooperation between non controlling teams. Soldier class is emphasized as well as sniper having many hiding spots.


The map was built using Trenchbroom and was compiled using the tyrutils-ericw utilities. Textures used were mostly from the Sock Egypt texture pack link and the Hexen II texture set. link. Thanks to https://www.quaddicted.com/ for hosting those textures.

Map is available for download on
35.188.13.112:27501 [Amnesia] Public Mega TF Server (Chicago)
Log onto server and type "cmd votemap gods" to download.

Come hang out on Dischord #Teamfortress https://discord.gg/j84JMrT


Saturday, June 17, 2017

Unnamed.bsp

Unnamed.bsp
Unknown and Unnamed.
A QWTF Map!

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This map is an example of linear sprawling gone out of control. Back in the day I would rely on Top/Down view of the BSP level editor to design the layout of maps almost exclusevly. This means that they kinda ended up growing outwards inadvertently.

Central to the base is the resupply and spawn room. There is only one spawn room in the map and a resupply room in the basement. I liked the idea of a central teamspawn that would give quick access to any part of the base. I will probably try that again at some point.


 This map demonstrates well the default "2fort" style of TF map flow:

  • 3 ways into base
  • 2 ways into flag
  • 1 way out.
This is the basic standard of a TF map,  along with encounter points along each way it gives the defense a slight advantage.

 The basement is basically a series or hallways with the flag by a window where you can see the resting spot for the other flag. This was an idea I used again in Sentinel.

unsung.bsp

Unsung.bsp
A QWTF map.

 

This is a small 2 team CTF map made sometime in the early 2000's. I used the BSP level editor to make most of my early maps, like this one. I was happy to learn how to make those curved angles and I discovered creative applications for cylinders.

Layout is pretty standard, Two mirrored bases opposing each other. In fact the map is really just a series of four mirrored quadrants.


The abundant use of stairs means that bunny hopping is made more difficult. Stairs act as a sort of obstacle against it.

For the amount of stairs in the map, it still manages to play pretty fast. I think this map would favor Soldiers with good rocket jumping abilities on offense and spammy Demomen in defensive roles. Engineers can setup sentry guns effectively too. The Flag area is fairly close quarters environment with the central floor becoming a spam slaughter house. The stairs in that area make it difficult to get out of.

I think I made this map in a pretty short amount of time, like 2 days.