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File Info: Quake - ASSAULT v2.0
Title:
Quake - ASSAULT v2.0
Author:
SkullKillKhan
Created:
11/4/2005
Updated:
11/23/2005
Downloads:
Description: Quake - ASSAULT v2.0
This is a 20 player map for Mega Team Fortress, with partial compatibility for Team Fortress 2.9 and other TF mods.--= Details =----------------------------------------------------------------
Title : ASSAULT version 2.0
Filename : assault.bsp
Release Date : Winter, 2005
Author : SkullKillKhan
Email : the_hound55@hotmail.com
Description : Three squads, one objective
Credits to : [CaQ]Athena, for moral support
LordHavoc for his utilities
[ZAP] server adminstration for hosting
--DevNull[ZAP], for being a nice guy
--Gandalf[ZAP], for getting the betatesting started
--SpamLite[ZAP], for ideas and betatesting
--Misery[ZAP], for support
[CaQ]Aberrant, for testing and bugfinding
[HH]Teeter, for texture help
Randomer, for testing and bugfinding
id Software
TeamFortressSoftware, makers of TeamFortress
Ambush, M.D., maker of Mega TeamFortress
Zip Contents : assault.bsp
assault.lit
core.mdl
agbelt.mdl
assault.txt (this file)
changelog2_0.txt
Installation : Extract assault.bsp and assault.lit to your fortress/maps directory
Extract core.mdl and agbelt.mdl to your fortress/progs directory
Compatibility: : All Mega TeamFortress versions, full compatibility
Teamfortress 2.9, partial compatibility (see Known Bugs)
Contents : Details
Play information
Gameplay notes
Construction
Changelog
Other
Copyright information
Eof
--= Play Information =-------------------------------------------------------
Single Player : No
Cooperative : No
Deathmatch : No
Team Fortress : Yes
Rocket Arena : No
New Sounds : No
New Graphics : Yes
New Music : No
Demos Replaced : None
--= Gameplay Notes =---------------------------------------------------------
Rival Blue and Red military squads have chased a lone Engineer squad to a hiding
spot on the moon: an abandoned underground facility.
The engineers have taken refuge in the main control room of the facility's central
structure. The doors to the structure are locked down, indestructible, and their
systems are only accessible from the control room... which is also locked down.
Despite those precautions, the doors to the control room are not as tough as the
rest of the facility, and can be destroyed. The engineers were also unable to
secure the ventilation system for the main structure.
However, there is a reason why the engineers chose the facility to make a last
stand: the main structure has an emergency halon gas system, for fire suppression
in the cavern. The system was left nonfunctional when the site was abandoned, but
if the engineers repair it... then that makes things very painful for anyone without
a gas mask, since the gas is extremely poisonous (and guess which squad has all the
masks).
With this in mind, the mission for both Blue and Red squads is clear: avoid each
other, steal the power core which the engineers have secured in the control room,
then escape with the core to the surface.
And likewise, the mission for the engineers is equally clear: protect the core,
repair the halon gas system... survive the assault.
* * *
For Red and Blue:
Both squads both have use of class-specific special equipment, as follows...
Flashlights = soldiers, medics
Circuitbreakers = engineers
HEV suits = hwguys
Detpack tools = demomen
Incinerators = pyros
Anti-grav belts = anyone
The only way to open the main facility doors is to override their doorlock
circuits with circuitbreakers.
Teamwork is essential to reach the core, since it takes a lot of firepower to
get through the engineers' security measures.
The scoring for squads Red and Blue squads is identical...
10 points for detpacking one control room door
10 points for detpacking the other control room door
10 points for using the squad's circuitbreaker on the appropriate doorlock
20 points for breaching the power core's forcefield
50 points for escaping with the power core
A perfect score for either Red or Blue squad would thus be 100 points.
For Gold:
This squad has only one type of special equipment--a pair of laser drills left
behind in the facility.
All the engineers may open both control room doors with their spanners, and
the circuit fabricator opens by spanner as well.
The halon gas control panel is only repairable with circuitboards. The circuit
fabricator can make a new circuitboard every minute and a half or so. When the
halon system is repaired, an engineer will then need to press the big red button
on one of the computers.
The scoring for the Engineer squad is quite different:
20 points for repairing the halon gas system
--(i.e. 2 points earned at each percent of repair, up to 85%; 6 points earned at 100%)
5 points for preventing one control room door from being detpacked
5 points for protecting the other control room door
5 points for preventing one doorlock from being overridden
5 points for protecting the other door
10 points for preventing the breach of the power core's forcefield
50 points for triggering the halon gas system
A perfect score for the Engineer squad would thus be 100 points.
--= Construction =-----------------------------------------------------------
Base : New level from scratch with MANY revisions
Editor used : Yahn Bernier's BSP v.93b
Utilites used : LordHavoc's QBSP, LIGHT, and VIS utilities
Build Time : Roughly five years
Texture Wad used : quake101.wad
Compile machine : Intel Celeron Tualatin @ 1.2 Ghz, 288MB RAM, ATI Radeon 9200
QBSP Time : < 30 seconds
Light Time : < 130 seconds
VIS (-level 4) Time : < 55 min
Brushes : 1715 total, 805 world
Entities : 418 total; 174 lights
Avg leafs visible : 252
Known Bugs : Anti-grav belts only work in Mega TeamFortress
Droppable items become 'stuck inside' elevator
Elevator will not rise if engineer builds on it
Blacked-out texture problem at level3 ramp
--= Changelog =------------------------------------------------------------
version 1.0 Unplayable due to info_tf_detect error
(01/06/04)
version 1.1 Major fix: info_tfdetect error from 1.0 repaired
(01/19/04) Added ambient sounds, changed lighting
Slight structure adjustments (e.g. detail brushes altered, respawns changed)
Added some in-game help text
Added one extra "flashlight" for teams 1 and 2
Changed goal and item variables (e.g. improved halon system)
version 1.2 Major add: one set of "detpack tools" for teams 1 and 2
(05/13/04) Major fix: vastly improved halon system (interactive repair status)
Major add: MUCH more in-game help text
Diversified forcefield damage interaction (allows detpack/pipebomb usage)
Added special f/x to forcefield when damaged
Adjusted all goals and items (e.g. reduced frequency of timer goals)
More slight structure adjustments
version 1.3 Major fix: dethole bug eliminated
(06/05/04) Major fix: vastly improved lighting (MUCH brighter; no 'minlight')
Major fix: control room door mechanisms and lighting
Major fix: control facility orientation adjusted by 45 degrees
More slight structure adjustments (e.g. fixed catwalk glitches)
Further improved in-game help text (e.g. "gl_cshiftpercent" mentioned)
Minor tweaks to goals and items (e.g. timer goal frequency increased)
version 1.4 Major fix: revamped scoring system (cap scores given for major events)
(07/23/04) Major fix: revamped halon gas system (uses "circuitboard" to repair)
Major fix: revamped doorlock system (uses "circuitbreaker" to override)
Major add: one "incinerator" for pyros on teams 1 and 2
Major add: medics on teams 1 and 2 can carry "circuitbreaker"
Minor fix: teams 1 and 2 have 9 players each, team 3 has 3 players
Numerous changes to all in-game help text (too many to list)
All goals and items reviewed and adjusted
Structural changes to streamline gameplay
version 1.5 Major fix: map size reduced by 10% on the vertical axis
(03/10/05) Major fix: revamped catwalks and elevators (buttons for elevators)
Minor fix: supply packs for teams 1 and 2 moved, and health added
All goals and items reviewed and adjusted
version 2.0 Entire map revised (see appended changelog2_0.txt)
(10/28/05)
--= Other =------------------------------------------------------------
This map was designed to address several issues with TeamFortress gameplay:
1.) Lack of team cooperation and coordination
2.) Unoriginality in level architecture and level objectives
3.) Spam
Hopefully the map has succeeded in those goals. Comments on the matter are welcome,
and can be sent to the listed email address.
--= Copyright / Permissions =------------------------------------------------
(c) 2000 - 2005 F/XOne / SkullKillKhan / Crusader. All rights reserved.
This level may be electronically distributed only at no charge to the recipient.
The contents of the zipfile must be unmodified and complete in full before distribution.
Entities may not be edited without the full express consent of the author.
This level may not be distributed on any CD-ROM without prior, explicit consent.
Commercial servers must get consent before the usage of this map is allowed.
--= Eof =--------------------------------------------------------------------
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