Serious Sam 3: BFE

Serious Sam 3: BFE

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2Fort (Quake Team Fortress)
   
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Content: Maps
Game Mode: Versus, CTF
File Size
Posted
Updated
18.382 MB
May 2, 2015 @ 9:51pm
Aug 13, 2016 @ 6:53am
9 Change Notes ( view )

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2Fort (Quake Team Fortress)

In 1 collection by Ryason55
Quake Team Fortress
5 items
Description
This is a port of the "2fort5" custom map from the Quake mod "Team Fortress". This map features selectable player classes, as well as a ton of custom scripting. This is an attempt at recreating the gameplay from the original map... Though there will likely be differences due to the availible weapons and lack of customization options for them.

When you spawn in, you will be given a choice of classes. While I wasn't able to implement all of the original Team Fortress classes, here are the ones availible:
-Scout: Subpar Health, Low Armor, Fast Speed. Starts with the Double Shotgun and Assault Rifle. Has an Enemy Scanner that shows how many enemies are nearby at 2 different ranges.
-Sniper: Moderate Health, Low Armor. Starts with the Sniper and Pistol, and has a reduced rate of fire. The Sniper's rifle will charge up while the Sniper is standing still, and it will quickly lose charge while moving. For this charge to be applied, the target must be shot in the head.
-Soldier: High Health, Heavy Armor, Slow Speed. Starts with the Rocket Launcher and Single Shotgun. Is able to Rocket Jump.
-Demoman: Moderate Health, High Armor. Starts with the Rocket Launcher and a C4 charge, and has a slightly reduced rate of fire. Any rockets fired fall in an arc. Is also able to Rocket Jump.
-Medic: Moderate Health, Moderate Armor. Starts with the Assault Rifle and Sledgehammer. Hitting allies with the Sledgehammer will heal them. If the player already has full HP, hitting them with the primary fire will overheal them (up to 150%).
-Heavy: High Health, Super Heavy Armor, Slow Speed. Starts with the Minigun and Single Shotgun.
-Engineer: Subpar Health, Low Armor. Starts with the Single Shotgun and Sledgehammer. If you have enough Metal, pressing the Netricsa button (default middle-click) will bring up the build menu, where you can build either an Armor and Ammo Dispenser, or a Sentry Gun. Hitting the Dispenser with the Sledgehammer will repair and restock it. Hitting the Sentry with the Sledgehammer's primary fire will repair and upgrade it, while using the secondary fire will restock its ammo supply.
-RandomPC: Technically not a class, but it will choose a random class from any of the above.

This map uses a custom set of gamemodes to run. This includes "Team Fortress CTF" (based off Capture the Flag), "Team Fortress Arena" (Last Team Standing), and "Team Fortress DM" (Team Deathmatch). These gamemodes are similar to their original counterparts, just with the following differences:
-Weapons are not dropped on death
-The "Friendly Fire" option is enabled (Though damage between team members is nullified by the scripting; This is specifically so Medics can actually hit and heal their teammates)
-Class information is added to the Game Details (accessed from the player list)

For best Quake CTF experience, get the Quake Flags from here:
http://steamcommunity.com/sharedfiles/filedetails/?id=418503113


Notes:
-Typing any numbers while on the class select screen will select a class, regardless of whether or not you're in a menu.
-The Capture the Flag gameplay is a bit modified from normal. Instead of bringing the enemy's flag back to your own flag, your goal is to bring it to the top of your team's battlement (that top part outside). As well, when a player drops the flag, the team it belongs to cannot pick it up and return it until 30 seconds have passed.
-Ammo pickups can only be picked up by the classes that can use them.
-The Observer room and Sky effects use mirrors to work, so those effects won't work as intended if you don't have Mirrors set to maximum in your graphics settings.

Known Bugs:
-At the moment, the Text Effects used in the map (the Class Select screen and the class identifiers) will not work properly in Splitscreen mode. This is because the effects used are controlled locally on each player's end... but this isn't possible in Splitscreen. Not sure how I'm going to end up handling this in the end.
-The gamemode "Team Fortress Arena" will not work at all in Splitscreen. This is due to a pre-existing bug in the engine that affects all Last Man Standing gamemodes.


Latest Version: V2.5
-Supply Kits now only give 10 Rockets per pickup, instead of 20
-Soldier/Demoman: Rockets now deal severely reduced direct damage. Both Demoman and Soldier rockets now also deal different damage amounts, with the Demoman RL dealing more splash damage, and the Soldier RL dealing more direct damage.
-Demoman: The C4's damage has been cut in half
-Soldier/Demoman/Heavy: Reduced rate of fire (Only slightly for the Demoman)
-Sniper: "Headshot Power" now charges slightly faster
-Sniper: Pistol now does double damage
-Engineer: The Sentry now has a limited field of vision, meaning it'll only react to targets that pass in front of it. If the Sentry is damaged from outside of its field of vision, it'll turn towards the source of the damage to see if it can find the offender.
-Engineer: Changed the Sentry's Rocket damage to reflect the changes made to the Soldier
-The Target Class tag now tells you whether or not the player you're aiming at is an ally or enemy. Additionally, if you're a Medic, the health percentage of allied players will show up here as well.
-When you look away from a player, the Target Class tag will now fade out alongside the player name instead of disappearing instantly

See the change notes for previous versions.
8 Comments
Ryason55  [author] Nov 23, 2016 @ 1:33am 
Programming wizardry. Specifically, I imported the bsp into Blender, then I exported it to amf so the editor could load it. Both of these required different plugins, with the amf one being customized to work with newer versions of Blender.
Bluebeak Nov 23, 2016 @ 12:38am 
did you recreate the geometry from this level from scratch or did you work some programming wizardry and port it directly?
Ryason55  [author] Aug 25, 2015 @ 9:21pm 
Update: Added the Engineer as a selectable class! Also changed/fixed a few other things. Check the Changelog for details.
PikaCommando Jun 1, 2015 @ 11:18am 
Shouldn't Demoman use the Devostator, since it's this game's version of the Grenade Launcher?
Ryason55  [author] May 13, 2015 @ 7:38pm 
Update: Added a custom on-screen player list that shows the classes of you and your allies. This should hopefully help with the team aspect of things. Also, I reduced the starting ammo for a number of classes so that your team can only reliably support so many players of a certain class. This may still need some tweaking.
QTheÐragon May 9, 2015 @ 11:26pm 
teach me how to make maapss!
Pan May 4, 2015 @ 2:06am 
Well...beats the shit out of mine. >_>;;; Unlike most mods and game modes this is one I wouldn't mind third party developing for. :P
Solais May 3, 2015 @ 12:11am 
Man!