--------------------sm_reloaded_b2.bsp--------------------
Title : Siege Mentality Reloaded Beta 2
Filename : sm_reloaded_b2.bsp
Date: : 15/03/2004
Author : Mark Simpson (Defrag)
Email Address : defrag ( a t ) digwar.com (stop spambots hopefully)
Description : TeamFortress Classic CTF map
Number of Teams : 2
Recommended # of Players: 14-18
--------------------Technical Details----------------------
Base Used : My original map, Siege Mentality
New Textures : Yes, compiled into BSP. Thanks to eat (for converting the JK2 wad), gustavo (for a few wall textures used in the water area) and lucasarts (for the aforementioned JK2 textures).
New Sounds : No.
New Environment : Yes -- Morningdew. Thanks to the extremely prolific and very mighty pete ;). Pete's Site
Editor used : Valve Hammer Editor 3.4
Build time : Roughly 17 minutes with -full vis and -extra rad on Barton 2500 @ 3200 & 512 megs PC3200 RAM.
--------------------Install Information--------------------
Steam
Unzip the files to the /steam/steamapps/team fortress classic/ directory with paths enabled _OR_ unzip the bsp & txt files to /steam/steamapps/team fortress classic/tfc/maps and the image files to /steam/steamapps/team fortress classic/tfc/gfx/env.
WON
Unzip the files to the /half-life/ directory with paths enabled _OR_ unzip the bsp & txt files to /half-life/tfc/maps/ and the image files to /half-life/tfc/gfx/env.
--------------------Play Information-----------------------
Siege Mentality Reloaded - BETA 2 - Standard CTF.
Grab the enemy flag from their basement and capture it on the battlements of your base for 10 frags and 10 team points.
--------------------Changes Since Last Release-------------
Changes Since Beta 1:
* Optimised various parts of the map using even more null textures in conjunction with entities, mainly
* Lengthened water entrance by maybe 30% (as suggested by merc's face)
* Added colour rims and lighting to water entrances
* Changed blue metal texture to a new one I made for the red base (I left the red spiral as the blue-grey texture as I like the look better, it's quite neutral)
* Fixed water area clip brushes to stop snagging @ top ent
* Changed water texture
* Altered basement resupply guard so it is back a bit and won't interfere with gameplay
* Changed resupply guards so they flash like roasted_l's
* Added RR ladder & extended platform a little so medics can bhop across if they are careful
* Altered a few texture errors on tbe balcony, fd area and a few other miscellaneous problems
* Added a small lip that runs across the back of the FR for better connectivity
* Added nobuild entities to the teleporter exit area in the RR respawn (thanks Akasha)
* Fixed conveyor texture flowing in the wrong direction in the blue base
* Removed elevator ladder so it is harder for the offence to take it any other way bar spiral
* Fixed elevator lighting
* Added colour lighting to FR
* Optimised func_illusionaries by grouping some signs together as one entity (does not affect sg building)
* Fixed a wall that had the null texture applied, thereby letting players see through to the adjacent hallway (albiet only very slightly, it was an issue nonetheless)
* Fixed pillars having gaps between ground & bottom of pillar. This increases r_speeds a little but stops nailgren exploits happening by accident (fix the damn engine, valve!)
Changes From Original Base Map
There has been a great deal of changes, I'll try to run over the main ones. For a start, the front door, water entrance, ramp room, secondary rr passage, respawns and basement/fr in each base have all been totally remade.
I've given each change a great deal of thought, and I hope to have created a fun and quite varied map which is easy to learn.
There are a lot of cool ramp slides and special tricks you can perform. I'll just leave it at that.
--------------------Notes and Known Bugs-------------------
There is no current buglist, I shall add bugs as they are discovered.
I am looking to achieve a well-balanced map that encourages four nicely layered defenders. The top lift is now defendable, the respawns are in such a place that killed defenders are away from their position for a decent amount of time and there are various other things I've done.
Any suggestions for further alterations and gameplay considerations are encouraged. Please mail me!
Potential Future Changes Depending on Playtest Results
I am considering the following proposals:
* Adding a few ambient sounds here and there, such as drips in the water corridor, an industrial hum to the basement and wind outside etc..
* Adding a bag to the water corridor (at the L shaped top landing near the top lift) to help defenders there
* Tinkering with FR layout and health / grens in basement resupply
* Removing fallen pillar in the RR (it may be annoying when dodging, though it does currently make soldiering the RR a bit easier which is a good thing imo)
* Lengthening water still further
* Increasing the spiral ceiling height a little
--------------------Thank You To the Following-------------
Eat / Gustavo / Lucasarts / MightyPete / The Wadfather for the map resources.
The FF guys for their encouragement.
The r~ guys for their input.
The 404 guys for being .. 404 guys.
The WTF? guys even though I've not spoken to any of them (bar chem) for a while because my forum account got deleted by chat bear D:.
AGT-SuperSumo for being an all-round superstar and helping me a lot with extended feedback amongst other things, cheers mate!
BluR's face.
Merc's face.
Robo's face (even though it is permanently obscured by strategically placed yuletide trees).
I shall add further credits as necessary when the map hits full release.