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Home of the Progression TF Map

Map Info

Title                   : Progression TF Flag 
Filename            : progres2.zip 
Current Version : v1.2 
Author               : Craig J. Dudle (Mr SaLTy) 
Concept             : Craig J. Dudle & Steve Vaughn (GrUe) 
Gameplay          : Teamfortress only  v2.5 or later (for 32 players) 
Editors              : Worldcraft, EntEd  (they both rule!) 
Build time         : Every available second I had for 3.5 months. <sheesh!> 
 

General Overview:Rune at startCapped Red Rune 

Get a rune from your base and place it on the correct pedistal in the enemybase's flagroom.  Doing this will activate a 'helper' for your team.  They are as follows: 

 1st rune)  Gives your team access to your teams wind pipe. 
 2nd rune) Gives your team access to a small 'base' in the enemy base. 
 3rd rune)  Unlocks the flag door and gives you access to the enemy flag. 

Then take the flag Red Flagback to the circle in your teams base for a capture.  WOOP! 

Scoring is as follows: 

 Capture a rune)   3 frags for your team + 1 more for the AP. 
 Capture the flag) 10 frags for your team + 3 for the AP. 

All runes and flags etc. for your team are reset when you capture the flag. 
When a flag or rune carrier is fragged, he drops the item.  It can be picked up 
by members of his team or it will return after a while on its own.  Eneny players cannot return the item. There are 2 areas on each base that can be accessed by a detpack.  They are water pipes that are capped.  The one into the enemy base can be fixed by an engineer. 

General Info:

  • Map is VISed for transparent water.
  • Compiled on 166mhz pentium with 96 meg ram.
  • 4745   planes             94900
  • 19343 vertexes        232116
  • 6253   nodes            150072
  • 3525   texinfo          141000
  • 14155 faces             283100
  • 13143 clipnodes      105144
  • 3065   leafs                85820
  • 17791 marksurfaces   35582
  • 67775 surfedges       135550
  • 34417 edges             137668
  • 2870   brushes
  • 135     miptex
  • 384     entities
  • 332     point entities
  • 52       solid entities
  • 255     lights
  • qbsp265c Processing time: 1 hour, 6 minutes, 51 seconds (1:06:51)
  • bsp2prt time 30 sec.
  • arghlite -light 15 -extra  time 4216 sec.
  • rvis -level 4
  • 2484 portalleafs
  • 7184 numportals
  • c_chains: 5617494 - average leafs visable: 90
  • time 1800 seconds

Bugs:

None that i know of at this time, except some weird behavior with capped runes not showing up on pedistals right away.  They will after a short period of time.  Any other problems please send mail

Doodz that Rule:

  • id software - for Quake
  • The Team Fortress doodz
  • Robin of TF for all the help in text form.  Everything ya ever wanted to know about TF and TF entities.
  • Network @ the TFconsole - Your site rulz for tf mapmakers!
  • The makers of EntEd.  Never get finished without that puppy.
  • Worldcraft is the BEST quake map editor.
  • Thanks to Steve Vaughn for all the help and ideas.
  • Wik of clan Rage for running the beta version of the map on his server.

Textures:

Used textures from Quake registered version along with textures from the following:  Sorry if I missed anyone else. 

Models:

TF_flag.mdl 
In the future I plan to add red and blue skins to the Runes.
 
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© 1999 Craig Dudle, All rights reserved.
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