Name: Heavy Artillery Filename: HeavyArtillery.bsp Finished: 3/5/99 Author: PsychoDude E-mail: eresnick@u.arizona.edu Website: members.aol.com/Wannatolk (But heavily under construction) Recommended... # of Players: 8-32 (if you can get 32 people without ridiculous lag, you probably have a T1000 connection :) ) Settings: Definitely set teamplay on. Also, it has more strategical possibilities if you set WeaponsStay to 'on'. Description: Teamplay "Capture & Hold" type map. Intended for two teams. See below for more info. This is my first finished level, but don't worry -- it's not my first attempted level. Thanks To: Valve -- for a great game PHL, Radium, Wavelength, Rust, etc., -- for great editing/mapping resources Base: Scratch Prefabs Used: None. All guns were made by me. Programs Used: Worldcraft 2.0 PakExplorer SprView Single-Player: No Deathmatch: You can try, but it sucks. Teamplay: Yes! It's great teamplay. New anything: No (except the BSP of course) Construction Time: About two weeks. QCsg Time: 12 seconds QBsp2 Time: 12 seconds QRad Time: 1235 seconds Vis Time: 69 seconds -------------------- USEFUL INFORMATION: ----------------------------------- STARTING: You'll always respawn in the same isolated room. To warp to the blue base, walk to the blue laser beam. To warp to the red base, walk to the red laser beam. That should be pretty obvious since there's nothing else in the room, and there's the brightly lit "TELEPORT" signs. GENERAL: The best way to invade the red or blue bases if they're occupied by the enemy is through the canyon walls. The mounted machine guns can't reach the entrances, so you can sneak up on whoever's controlling them. Another option is to use the machine gun turrets. Each of the red base's machine guns are in range of all of the blue base's guns, and vice versa. MORTAR GUN: The massive mortar gun has an 8-second fire delay. When it's ready to fire, the light inside is red. After it fires, the light turns green for 4 seconds, then yellow for another 4 seconds, then it turns red and the gun is ready to fire. BOMB: The bomb is in the main bunker as is the mortar gun. Take the two elevators in the bunker to get to the deployment room. There's a switch in front of a red/blue rectangle. To target the red base, make sure it's pointed to the red rectangle. To target the blue base, make sure it's pointed to the blue rectangle. Then press the lever to call the bomb. It will be visible in the sky after 9 seconds. The bomb can be called again 2 1/2 minutes later. To get down from the room, press the elevator button in the corner that is probably behind you. NERVE GAS TRAP: Across from the lower elevator in the main bunker is a round red button. When you push it, you'll here a hissing sound. The nerve gas vents upstairs have turned on. Anyone upstairs will get killed unless they immediately take the elevator back down. To turn off the trap, press the button again. ---------------- PROBLEMS -------------------------------------------- TELEPORTS: In the beta-testing I've done, occasionally someone would join who didn't understand the lasers were teleports. This is despite the big "TELEPORT" sign over them. It seems pretty obvious to me that they are. Am I crazy, or are they? Also, you'll respawn a bit above the ground. This is so you don't respawn where someone already is. You'll only fall on top of them, and neither of you will get hurt. R_SPEEDS: You'll see r_speeds creep up to the 1000s when you can see both the red and blue bases, like when you're looking out the mortar gun's window. Sometimes it gets so high it generates a "lost surfaces" error, but not often, and you won't notice anything not getting drawn. However, I had a friend with a laughable 33.6 modem host the game so I can experience lag on it firsthand. I had a ping of 400+ in that game, but moving around was easy, and it wasn't too difficult scoring frags.