CTF-Revenge
 
 
 
CTF-Revenge

General Map Information

Title : Revenge
Version: League Edition 102

Release Date : December 23rd, 2001
Filename : CTF-Revenge-LE102.unr
Author : Chris Blundell
Email Address :
plutonic@plutonicdesign.com

CTF-Revenge-LE102

 

CTF-Revenge (original release)

What's new in LE 102?

  • Invisible Collusion Hulls added in front of floor fans to stop flag-dropping.

What's new in LE 101?

  • (Thanks to Cryton and Revenant)
  • Pipe in midfield made thicker to stop flag-dropping.
  • Window near shock-rifle looking out to midfield made thicker to stop flag-dropping.
  • Lifts don't kill now; instead they take 50 health.
  • Lifts stay high for 2.5s rather than 4s.
  • You could drop the flag in a gap by the three crates that are above the armor. Now blocked.
  • Some textural work here and there. Floor texture in the flag room aligned.
  • Invisible sheet above shield belt raised.
  • Some light fittings rationalised for speed increase.
  • Flak ammo rotated 180° so it's symmetrical.
  • LevelInfo is now CTFgame by default rather than DM.

What's new in the League Edition?

The essential purpose of this version is to make it more suited to online league matches at servers like Barry's World. Removal of one path in order to simplify the flow of the map some what and alterations to the geometry to reduce the polygon and node counts represent the most significant changes. One of the paths into the bases has been 'chocked' with crates. Other minor cosmetic changes are abound.

Thanks to Cryton from Barry's World for proposing the LE version of Revenge and being presistent enough to get me past my initial reluctance to make another version of this map. His advice during the preparation of this league edition has been invaluable.

Map Information

I sketched the layout that became the bases in my 'ideas book' about 6 months ago. Originally it was going to be a 1-on-1 DM map, but it occurred to me that the layout made for a great CTF base: lots of intense action on multiple levels. My intention was to provide an opportunity for tactical play for both attack and defense.

CTF-Revenge has been designed to promote tactical play. There are numerous, interconnected paths through the common ground between the bases, each offering different tactical advantages. The shorter routes are more exposed and can covered from the sniper towers and camper's havens. The longer routes are more sheltered routes, but can be easily filled with rocket fire, flak and ripper blades!

All paths connect into the atrium-style bases, where the action becomes intense. There is no where to hide once you have the flag! So you'd better bring your posse and run out of there just as fast as your virtual legs will carry you. You'd better hope that guy with the sniper rifle is a poor shot!

The industrial texture theme seemed most appropriate for the layout of the map. I am sure that there will be comment about the similarities between the textures in Faceless' Seraphim and this map. I just like the run down, grungy feel of the combination of textures that I have used for this map.

The poly count stays within 200 and so this map should run smoothly on most machines.

Special thanks to ...

My wife, Danielle, and our son who are both incredibly tolerant of my work patterns when creativity strikes. Danielle is also becoming a great beta tester.

GreyTiger for sorting out a problem I encountered with alternate bot paths in the original version.

The beta testing team: Cryton, Cooltonic, Vape, Subtonic. Megatonic, Beasty, Friend, GreyTiger, Vicx, Lionel A, Browndog, Harmonics.

The Opinion of Others ...

Got a comment? ... please email me.

 

[Updated 26th Oct, 2001]
Site content and original site art copyright© 2001
Chris Blundell.