This is what happens when 2 old guys are allowed to hang out in IRC
and chat late at night. One night g1zm0 and geezer were chatting
and the subject of spawning additional CTF techs came up. They
thought it would be funny to get a bit wacky and have a map that had
extra techs in it. But why stop there? Add a couple extra flags while
you are at it, and limit it to a single weapon per level.
geezer cranked out a Rocket Launcher map, followed by g1zm0 with a
Railgun map. Tomikazi joined in with a Chaingun map, Hakai with a
Grenade Launcher map, g1zm0 with a Super Shotgun map, and finally
geezer had to wrap things up with a BFG only map.
If you are running a server you'll want to crank up that capturelimit.
During tests we hit the 250 fraglimit with over 15 caps per team -- all
within about 5 minutes. :-)
This will work with any "standard" CTF server and is Eraser bot friendly
(no routes -- not really needed as you'll see when you play).
NOTE: While Team 3 believes in quality and
these maps follow our rules regarding low r_speeds and decent appearance,
they are also meant to be wacky and as such are not designed
for serious (i.e. competition) CTF games. However, they are ideal for LanParties!
The L-Fire CTF
Level Pak is one of the most exciting projects the team has worked on.
While other mods were fun, none of them have the established user base that L-Fire CTF
has. The probability of success for this project is very high.
The goal of the project is to create a group of maps that will be used for 4v4 clan
matches, all the way up to 32 player public server games. This is quite an
accomplishment, but something we expect to achieve. What makes this possible is
how we developed these maps compared to other projects. This is the type of project
where we mapped individually (with perhaps some team input) and released the map.
The maps were scrutinized and reviewed from very early stages by L-Fire, as well as
his group of experienced clan players, mod authors and server ops. Once playable
versions of the maps were available, they were placed on a public beta test server
(YYZ-2112) and more feedback was provided.
We feel the end result is a one of the most solid and well tested CTF map paks
ever produced for Quake2. We encourage you to download it and play it.
The Capture! project began in the early stages of the mod's development. Somehow
geezer and Kunani hooked up and geezer decided to develop a map for the mod. As
the length of development time increased on the mod, geezer decided to convert
one of his existing Q2 CTF maps over to be a Capture! map. He also drug TomiKazi
in on this to do the same. Well, time was still somehow available so both geezer
and TomiKazi did another new map for the mod. At the end geezer had three maps
in the mod and TomiKazi had two.
During beta testing of the mod, geezer and TomiKazi met up with HellF1re who also had
a map in the pak. It turned out to be geezer's favorite map so HellF1re was brought
"into the fold" so to speak.
While the mod has suffered the same fate as a lot of other mods out there, it was
fun to work on and is still a fun mod to play.
Ah, ThunderWalker. For most of the team this was our favorite Q1 mod. The bulk
of our team first got together (in another team) to work on ThunderWalker II. It
was a great time working on all the maps, doing play testing and basically just
For most of us this was our first major Q2 project, and turned out to be quite a
letdown. The mod just never really took off, after all our hard work on the maps.
It wasn't because the mod was poorly done, but mainly that the Q1 group of TW
players never left Q1. They still play Q1 and have no desire to move to Q2. And
for some reason all the new Q2 players just weren't interested in TW.
It was a blast to work on, and we learned a lot in the process.