Info_beta TFC map submittal
................................................

  This is a beta version of a TFC map being released
for testing and feedback.  We ask that you do not
redistribute this map, or steal any of authors ideas.
Although it is OK to be inspired by.  Please submit
and comments on map to info_beta forum.

          info.gamedesign.net/beta

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Command Line, Beta 1
by Jason "DaHippo" Babcock

**** This map designed for the TeamFortress Classic Half-Life mod ****
October 14, 1999

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Title                   : Command Line, Beta 1
Filename                : Cmdline1.zip
Author                  : Jason "DaHippo" Babcock
Email Address           : jab60@cornell.edu
Editor used		: Worldcraft 2.1
New Textures		: Yes
New Sounds		: Yes
Description             : TeamFortress Classic CTF map
Number of Teams		: 2
Recommended # of Players: 8-32

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FILE LIST AND LOCATIONS:

HALF-LIFE\TFC\:  Cmdline.wad
HALF-LIFE\TFC\MAPS:  Cmdline1.bsp, Cmdline1 info.txt, Cmdline1.txt
HALF-LIFE\TFC\SOUND\AMBIENCE:  Cmdlinew.wav

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Welcome to the Command Line Mining Company! Our luxurious six hundred thousand square-foot mining complex is state of the art, the envy of our competitors. No other Tiridium mining facility can top the sparkling waters of our river, or our lush mountain settings, either!

Our tour today will begin at the upper Command Center. Manned by Red Team, these workers run the drilling, processing, and shipping operations of our facility.

On your right you can see the mining company warehouse. Here, mined ore is processed and packaged, and stored until it is shipped out. A powerful robotic arm allows us to move heavy payloads, and conveyors and lifts give us access to the entire building.

Stepping outside, we enter the Tiridium quarry. Pay close attention to the Masterson-Earlmont Class Six drills - undisputedly the top of the line for mining beam arrays -  we use to extract the raw ore. This quarry is the richest known Tiridium vein in existence, and should supply us with ore for at least another two decades.

As we cross the bridges to the caverns, you will see the waterfall and river far below. The river enters our property shortly upstream from the falls, and travels for several miles before reaching the reservoir.

We now enter the first of the caverns. This natural geological formation is currently being evaluated by our scientists, and mining may begin here within the next few years.

Traveling down our elevator system, we find ourselves again by the river side and another waterfall. This majestic chamber was the first found by the surveyors that founded the Command Line Mining Company.

Continuing on, we leave the caverns, and find ourselves at the company reservoir. Fed by the river, the reservoir waters are used to power the
generator you see on your left. This generator can sustain the plant indefinitely at full operating capacity.

Finally, we find ourselves at the lower Command Center. Run by the Blue Team, all of our power and supply needs are handled from here, and this area is equipped for supporting small VTOL-type aircraft.

This concludes our tour of the Command Line Mining Company complex. Thank you for your interest in our operations, and have a safe and productive day!

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SCENARIO INFORMATION:

The Command Line Mining Company is the most valuable Tiridium mining facility in existence. When the owners lost contact with the mine operators, chaos broke out as the two mining teams fought for control of the complex.

Take a flag from your base, and carry it to the command point in each section of the complex. Your team gets one point for every thirty seconds they hold control over a command point. A map in each base shows which points are captured, and by whom. Capture all seven points. and your team will receive a hundred point bonus, and the command points will be reset.

The map is arranged linearly - to go from point one to point three, you must pass through point two. There are multiple ways to travel between each point, but if you can secure a command point from the enemy, you can keep them from getting to all the points behind you. A coordinated offense/defense can be very powerful, and very successful.

In fact, you will really need to coordinate as a team. The only healing outside your base is the medic you brought with you, and the only ammunition is the stuff your engineer makes. Many items may be destroyed or disabled by a demoman, and can have extreme tactical value. An engineer can also fix many broken things, and alter their usefulness once more.

But beware, if an enemy demolitions expert makes it past the doors of your base, he can destroy your command center, and reset all of your command points! Guard your base well....

Good luck, and may the stronger team prevail!

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LOCATION DETAILS:

WARNING! The following is very specific detail on each of the sections of the map. If you do not want any surprises spoiled, read no further!

THE WAREHOUSE:  Command point 1 is located on the middle floor of the warehouse. The entrance to the building facing the Red Base is on the same level, so it makes that team's approach easy. Approaching from the other side means either riding up the conveyors, or the lifts from the bottom level. The warehouse has a controllable arm, and if the arm is retracted while someone is sitting on top, it makes for an interesting sniper point. The catwalk leading to the controls, as well as the controls themselves, can be broken by a demoman's detpack. If the controls are broken, they may be fixed by an engineer's spanner.

THE QUARRY:  The laser drills are a fast and effective way to kill not only the enemy, but your teammates as well. Note that you must be on the control pads to use the drills (press the Use key), and this makes you a sitting duck. You do not get frags for killing people with the drills, but they do lose frags. The drills may be disabled by a demoman's detpack, and repaired by an engineer using his spanner on the drill bases.

THE CANYON AND FALLS: The canyon bridge, and the ledge (if a demoman destroys the fence) make great sniper points. All three bridges may be destroyed by a demoman. Destroying the main bridges makes carrying a flag across really difficult. Above the falls is a small rock ledge. If you can get up there, this makes an awesome sniper spot.

THE CAVERN: There is a sniper nest on each side of the battleground, but they cannot see each other. Crossing the no-man's-land area can be rough if this command point is guarded. Ladders go down to the rivers, and a grate (breakable by a demoman's detpack) separates the two halves.


THE UNDERGROUND WATERFALL: There is a good sniper nest behind the falls. Climbing the ladder up the side of the rock face can be nearly impossible if guarded. The grate leading to the reservoir can be broken by a demoman's detpack.

THE RESERVOIR:  The water level can be lowered by the controls in the dam booth, making this point really defensible. The controls can be broken by a demoman's detpack, and repaired by an engineer's spanner.

THE TRANSFORMERS:  Touch the transformers, and you'll get shocked. Since the command point pad is right in the middle of them, this area is very easy to defend... as long as the generator is working. The generator can be broken by a demoman's detpack, and repaired by an engineer's spanner.

THE BASES:  Each spawn room contains a health chamber. Other than player medics, this is the only source of life on the map. Stepping inside will cure even the most grievous of wounds, but takes several seconds. Ammunition, replacement detpacks, and grenades can be found in the spawn rooms, but the latter two take a long time to respawn. A turret defends each spawn room from the enemy. If an enemy gets by the front gates, alarms will go off, lights will flash, and you will get an alert message. The command center is protected by a security door, but the security officer's desk has an override button. It does, however, take ten seconds to take effect...

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COPYRIGHT INFORMATION

COMMAND LINE is copyright 1999 Jason Babcock.
You MUST NOT distribute this level UNLESS you INCLUDE THIS FILE WITH
NO MODIFICATIONS!
Authors MAY NOT use this level as a base to build additional levels.
This map may be distributed ONLY over the Internet and/or BBS systems.
You are NOT authorized to put this map on any CD or distribute it in any way without my permission.
All custom textures and sounds used in the map COMMAND LINE are copyright 1999 Jason Babcock.
The custom textures and sounds included in this map MAY NOT be used in any way without my permission.
