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* LEVEL INFORMATION *

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TITLE                   : Pool Sharks

FILENAME                : poolshark.bsp

REVISION                : 2

AUTHOR                  : Timothy Taylor

DATE                    : 09.19.2000

GAME                    : HL | Team Fortress Classic

EMAIL ADDRESS           : tarcher@tiac.net

HOMEPAGE URL            : http://www.tiac.net/users/tarcher/

 

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* LEVEL DESCRIPTION *

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This is a gimmick level based on pool.  Billiards, that is.  The object is (as a

sniper) to get your balls (prez's) into the pockets.  One point per ball.  Oh,

and you have to go over to that pocket to collect the point.  You'll know weth-

er or not you have points to collect based on a set of lights that go on when a

ball enters a pocket.  As prez, the object is to avoid getting knocked into the

pockets.  You score 1 point for every ten seconds you remain on the board.  You

lose 1 point (personally) when you are knocked into a pocket.

 

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SINGLE PLAYER           : N/A

CO-OPERATIVE            : N/A

DEATHMATCH              : N/A

TEAM FORTRESS CLASSIC   : 4 Teams

                        : 18 Player Respawn Points

SUGGESTED PLAYER LOAD   : 12

 

NEW TEXTURES            : Yes

NEW SOUNDS              : No

CD TRACK #              : 0

 

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* CONSTRUCTION *

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MAP BASE                : New Map

PREFABS USED            : None

EDITOR(S) USED          : Worldcraft 3.3

COMPILE TOOLS           : Zoner's Half-Life tools v2.31

 

KNOWN BUGS              : Sometimes the light will be off over a pocket and you

                          can still collect a point there.  This means there was

                          a point for your team, and a point for the other team

                          waiting for collection, and the other team got there

                          first.  I could have fixed this bug by adding more

                          lights, but I'm lazy.  Don't worry, i'll fix it in the

                          first revision.

 

COMPILE MACHINE         : PIII 600, 64MB RAM

COMPILE TIME            : CSG   -   9.78s

                          BSP   -   5.27s

                          VIS   -  22.02s

                          RAD   - 130.40s

                                  ------

                          Total - 167.47s (About 2 and 3/4 minutes)



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* REVISIONS *

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Revision 2

 - Scoring adjusted /way/ down for the balls.  1 point per 10 seconds.

 - Smaller chop and texchop were used during RAD (that's why it took longer)

 - 'Chalk' resupplies added for snipers (Good idea, MPG)

Revision 1

 - Changed scoring system to 5 points to the balls for every 10 seconds they are

   on the board.

 - New textures! w00t!

 - Reduced lighting (took out 4 of the 6 lamps).

 - Changed trigger_push entities to 25% func_frictions.  Reduced rediculous

   numbers of bounces.

Revision 0

 - First revision features

   * Scoring: 1 point for prez and snipers when prez is knocked into the pockets.

   * Scoring: Lamps light up, and a player has to run over to the lamp to get the

     point.

   * Low friction surface with trigger_pushes back from the edge for the prez's



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* OTHER LEVELS BY THE AUTHOR *

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frogwater_alpha - (Frogger River)

bowlarama       - (DuckHunt's Bowl-A-Rama)

 

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* SPECIAL INSTRUCTIONS / ADDITIONAL INFORMATION *

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Unzip the archive into your tfc directory.  Folder information has been saved.

If you want a better squeak sound, the path to place it under is:

  sound/squeek/sqk_deploy1.wav

Yeah, I was too lazy to go on the net and find a new one.

 

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* CREDITS *

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Valve Software          : For making a great game

Splumph! (AoE)          : For the concept

You                     : For testing out this level for me

Jim Nobles              : For his wood texture that I found on the Wally Hompage.

                          Contact: jnobles@mutlipro.com 

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* COPYRIGHT / PERMISSIONS *

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Authors MAY NOT use this level as a base to build additional levels.

 

You MUST NOT distribute this level UNLESS you INCLUDE THIS FILE WITH

NO MODIFICATIONS!!!. If you don't co-operate, then DON'T DISTRIBUTE

IT IN ANY FORM!!.

 



This LEVEL may be distributed ONLY over the Internet and/or BBS systems.

You are NOT authorized to put this LEVEL on any CD or distribute it in

any way without my permission. I would, however, be honored if you did - 

if you would only email me first!

 

