TFC Map Spec Sheet
Title : THE PIPE ZONE
Filename : PIPEZONE.ZIP
Author : ProMagnoN
Other lvls by author : Moog3 (half-life), PipeWorks (half-life), Hl-Shadows (half-life)
Email address : email@example.com
Home page : http://members.home.net/promagnon/
Additional Credits to : MAD PROPS TO THOSE PEOPLE AT WONSWAP!
Map Description : Territorial control in a large pumping facility! Own those pumps!
Map Objective : Capture all four command points by taking a flag to the pad near each one.
In your flag room there will be a display on the floor indicating who owns what flag points.
When you own a flag point, you will be able to use a nearby backpack for ammo and health. It
doesn't contain MUCH but it can make a difference. Dig down with those HWGUYS.
Scoring Information : Your team gets 1 point every fifteen seconds for control of a command point.
If your team manages to capture all four, it is awarded a fifteen TEAM point
bonus and your entire team gets QUAD DAMAGE for 25 seconds. Yes... quad
damage in TFC. That should be incentive enough for you "Deathmatch Fortress"
people out there to want to get it together and play _TEAM_ Fortress for
Number of Teams : 2
Recommended # of Players: Um, I'd say 8 on 8 for highly co-ordinated clan team matches, or 16on16 for FFA killing (cos theres
always about 8 people in 16 that just don't play as a team, heh.
New Textures : Nah. Don't wanna make a wad to download, people always seem to get it wrong =)
New Sounds : Uh... no. Same reason!
Base : dev/null :-)
Editor(s) used : WorldCraft 2.1
Compile Machine : P2-300 64Meg ram, 1200 MEG swap file.
Compile time : 6 hours, 10 times.
Uh... this is my first TF/TFC map. Maybe I jumped in the deep-end making a territorial control map
Instead of a cap-the-flag but what the heck, I like teamwork better.
This map requires a lot more teamwork than a normal map, and to cap ALL the points is quite an effort! But
even the most selfish of players wouldn't balk a chance at having quad damage I should think. It even plays
a paranoia-inducing siren throughout the level when a team has quad just to add to the effect.
This level's R_SPEEDS are all important. I aimed for 300-400. I got 150-400... so I guess that's a Good Thing.
I don't like what worldcraft does to TF entities. So I did every entity in the map by hand, typing in all the
values and stuff. Heh. The flags were a bugger to do. I went to the bother of implementing the impressive
half-life sound reverb system to make it sound more real as well as signs indicating which cap points are which
and flag glows to indicate from a distance who owns a point. Snipers are gonna LOVE certain (narrow) parts of this
map, as will hwguys. Engineers will love certain nooks and soldiers will enjoy the open areas. In face I'd say all
the classes have a place here, especially hwguy/turret defence.
I made this map cos I got bored with how FLAT canalzone most other maps seemed.
...And if you're having trouble with ladders... please do the hev suit training course included with half-life. To
get off a ladder, press JUMP! Yes thats right, by a single press of a button you can get off onto your ledge or
whatever... its easy. You can also climb them while facing away from them, all the better with a HWGUY or something.
YOU MAPMAKERS OUT THERE: I include pipezone.rmf in the file cos I'm like that. Read copyright-permissions, they apply
to this rmf file also. I mean it! Learn from it, don't rip from it!
Authors MAY NOT use this level as a base to build additional levels.
You MUST NOT distribute this level UNLESS you INCLUDE THIS FILE WITH
NO MODIFICATIONS!!!. If you don't co-operate, then DON'T DISTRIBUTE
IT IN ANY FORM!!.
This BSP may be distributed ONLY over the Internet and/or BBS systems.
You are NOT authorized to put this BSP on any CD or distribute it in
any way without my permission.