Table of contents - mulch_trench

Info
Credits
Play Information
Construction
Compile / Testing
Designer Notes
Installation
Copyright Permissions

Info

Title Mulchman's Trench
Filename mulch_trench.bsp
Author Mulchman
e-mail mulchman@mulchman.org
Website http://mulchman.org
Mapping Website http://mulchman.org/mmap/
Mapping Guild http://mulchman.org/mm/
Description Capture the Flag
Additional Info You can find me in #clan_insurrection and #mm_guild on the IRC server GamesNET

Credits

I'd like to thank Yeger for one of the playtest servers! I always ping great there, plus I have rcon!
I'd like to thank Holy Goat for WILDSKY! This is THE best looking sky out there. It owns you!
I'd like to thank Zoner for his EXELLENT compile tools! Without them, I wouldn't have been able to compile this map, due to my MAX_MAP_SIDES exceeding the normal limit. Zoner increased MAX_MAP_SIDES and MAX_MAP_BRUSHES in his latest v. 1.6 of his compile tools.
I'd like to thank CrocKilla for the female voice sounds! About time he got me those sounds. =)
I'd like to thank all the playtesters who showed up! They are mentioned at the starting spot in the map, to pay tribute to them for their time. Thanks playtesters! Also, I am sorry if I missed anyone. I took screenshots of "rcon users" as often as I remembered to, to try and make sure I got everybody.

Play Information

Single Player Negative
Deathmatch Negative
Cooperative Negative
Team Fortress Classic Yes Baby, YES!
Difficulty Settings Negative
New Sounds Yes, thanks to CrocKilla!
New Textures Yeah, some Quake ones
Size Large
Recommend # of players 18

Construction

Base Scratch
Editor used Worldcraft v2.1 (the ultimate virus) | Zoners Compile Tools v1.6 | Holy Goat for wildsky
Known Bugs None. If you think something is wrong, I probably intended it to be that way.
Build Time About a month, off and on.

Compile / Testing

Machine Pentium 3 550 Mhz, 512 MB RAM, Riva TNT2 Ultra (AGP)
Compile Times (WC compile .log included)
hlcsg 102.38 seconds
hlbsp 45.26 seconds
hlvis 1459.75 seconds
hlrad -extra 2237.50 seconds

Designer's Notes

I tried to make this map as offense oriented as possible. ALL of the walls are clipped, so you should have no prob concing through them or getting stuck on them. I was going to have to sacrifice some clip brushes until I learned that Zoner's 1.6 compile tools increased MAX_MAP_SIDES. So without zoners 1.6, you would have a very lame and "getting stuck" version of this map. Also, if you rip off my resupply tube idea, give me credit. That's about it, other than I had a complete blast playing this level on offense during the playtests. Lots and lots of fun!

Installation

If you have directories enabled in Winzip, then extract EVERYTHING into your half-life directory. Otherwise, here is where the files go:
Put the mulch_trench.cfg into your half-life\tfc directory.
Put the mulch_trench.bsp and mulch_trench.txt into your half-life\tfc\maps directory.
Put all of the wildsky*.* files into your half-life\tfc\gfx\env directory.
Put all of the *.wav files into your half-life\tfc\sound\mulch directory.

Copyright and Permissions

This level may be distributed via any medium (ie: Internet, BBS, CD-ROM, compilation disk) as long as it maintains the name mulch_trench.bsp and is supplied in a zip file called mulch_trench.zip that also contains this text document and no other files. Also, if you wish to put it on a publication (ie: Magazine, CD-ROM), please send me a copy also. My email is listed above.

© Copyright 1999, 2000 Mulchman