The Bridge - FINAL release (20/01/00)

Installation: Copy bridgef.bsp AND bridgef.txt to your half-life/tfc/maps directory.

If the doors on the respawn rooms do not open, bring up the console and type "/restart". This should correct the problem. If it doesn't, send me an email.

It is HIGHLY recommended you take a stroll round the level offline before joining a game - this plays slightly differently to normal CTF maps, and few things are more annoying than someone grabbing the flag and not knowing where to take it.

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Author: Ian Dunwell (id)
email: iand@iand.fsnet.co.uk
URL: http://www.iand.fsnet.co.uk

Map Information:

Map Type: TFC Capture the Flag
Editor: WorldCraft 2.1
Players: 24+ recommended, 8 minimum
Scoring: 10pts per flag capture

Technical Features:

Working VOX system
Clipbrush / Illusory entity railings (you can fire through them)
Clipbrushes on sky
8 respawn points in two respawn rooms per team

Know issues / Workarounds

Doors on respawn rooms may not open the first time the map is loaded. This can be rectified by bringing up the console and typing "/restart". If anyone can explain how to avoid this error in future, I'd appreciate it.


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Introduction
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Firstly, I'd like to thank all the playtesters who took the time to download the beta version and submitted feedback to me. I was surprised (this being my first TFC map) how little support there is for TFC developers, compared to Half-Life map makers.  Yes, the beta version had its problems, but I've taken onboard everyone's opinion and hopefully merged them into a map that remains both as I originally envisaged it and playable.

Differences between this version and the beta version include (but are not limited to):

- Added texturing and detail throughout the map, especially in the capture bunker, bases and the bridge itself
- Working flags! (And about time)
- Additional entry route to flag room, via a tunnel sealed with trapdoors at each base. These trapdoors can be opened from within the command centre, or via a detpack overloading the controls from the inside.
- Changed from daytime to dusk
- Ambient sounds

A few gameplay issues have also been addressed, most notably the moving of the grenade pack, and a change in its respawn time for 5 to 20 seconds (originally, a demo could stand and constantly throw MIRVs into the flag room - well spotted whichever playtester that was). The pipes under the bridge, which some people loved and some hated, have remained. Many people commented on the fact two eng could shut down the capture bunker with 2 SG's. If this happens, send a Pyro down to the level below and have him take them out through the grating with rockets. Medical packs, omitted last time, have been added as has armour. Finally, doors have been added to the respawn rooms.


Gameplay
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I have added a class strategy guide below. In addition, the following points are VITAL to good strategy on this map:

1) Watch the trapdoor. Don't leave it open, as the enemy can stroll right into your flag room. Conversely, if one of your players makes an escape down the enemy trapdoor with their flag, be sure to be ready to open yours when he gets back to your base. To stop a team ignoring this feature, you can set a detpack on the other side. This will overide the controls and force the door to open for a few seconds.

2) Control the capture bunker. You must take the flag to this bunker below the bridge to capture it. DO NOT TAKE THE FLAG BACK TO YOUR BASE! Your team must control this bunker, otherwise you'll probably be shot before you make it to the capture point. This, alon with the trapdoor, encourages communication between teammates - when you have the flag, get your team to attack and secure the bunker before your arrival. As mentioned, whilst 2 SGs can seal both entrances, a Pyro underneath can fire rockets at anyone in the bunker without them being able to fight back. To completely dominate the area, you must hold both the upper and lower levels of the bunker - a very tall order.

3) Defend the flag room
The enemy can activate your trapdoor as well, so if you have no one defending the flag, the enemy can grab it and be away without ever passing near your team's respawn points.

Class Strategy - for newbies only

Scout: Run for the flag. Communicate to get teammates to open the trapdoor, and shut it behind you. Remember you can jump with concussion grenades, and use this to get to the enemy balcony at the front of the base, and enter this way. Dropping caltrops in the lower level of the bunker is also effective.

Sniper: There are 4 main vantage points. Firstly, there's the balcony of the front of your base, overlooking the bridge. This covers one of the three routes the enemy can take to enter. Secondly, you can wait at the end of the pipes below the bridge. Firing down those long, straight tunnels is a cinch, but again this only covers one of the entry routes. Thirdly, you can hole up in the sandbags at the bunker entrances, and fire up at the bridge. This covers two routes - the bridge and the pipes below, but the shots from this location are much trickier. Finally, the long, straight tunnels in and below the bunker make a good location for a sniper - but watch the enemy don't sneak up behind you.

Soldier: Rocket jumping can get you onto the enemy balcony easily, and you can sometimes launch a surprise attack from here. Other than that, just keep fragging the enemy.

Medic: Do medic stuff - i.e. run around infecting th enemy (in the bunker can be particularly nasty), and protecting teammates.

Demo: Your main job is in opening the enemy trapdoor for surprise assaults. Place the detpack near the circuit box on the wall and take cover.

HW guy: You chaingun can seal up the pipes below the bridge - provided you don't run out of ammo. HW guys are also lethat underneath the bunker, in the confines of the concrete tunnels.

Spy: You can often help your team by opening the enemy trapdoor from the command centre. Taking out sentry guns in the bunker should also be at the top of your priority list.

Pyro: Often underused in other maps, the pyro has several vital uses in this map. Firstly, he can fire rockets at the floor of the bunker from below, and take out any enemies in there. Napalm can also be very effective used in the pipes under the bridge, and again in the bunker area.

Engineer: You should pick either securing the bunker or defending the flag as your priority, and stick to it. Provided it fits, there are no restrictions on SG placement in this map.


Feedback / Commercial Exploitation
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Whilst there will be no more releases of this map (except in the event that a MAJOR fault is found) I would still appreciate feedback regarding gameplay and graphics within this map. Please send any thoughts you have on the map (whoever you are) to iand@iand.fsnet.co.uk. I'm trying to decide whether to bother with another TFC map, and the amount of feedback I get on this map (positive or negative) will affect my decision.

If you want the original RMF file to edit, contact me and I can arrange to send a copy, provided you are willing to give me credit for my work and are not intending to profit from sale of the map in its present or a modified state. If you wish to use the compiled map (i.e. the BSP file) for commercial exploitation, You MUST request my authorisation to do so. In addition, you will require a license from Valve to commercially exploit TFC in any way. With regards to inclusion on magazine cover disks or any kind of TFC level compilations, I will permit this provided you contact me in advance.

YOU MAY NOT decompile this map without my authorisation. As mentioned above, if you want to work with the map, email me and I will send you the original RMF file.


Credits
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Thanks to all the playtesters (I can't name you all here, but you know who you are)

Also, thanks to Wavelength, and The Half-Life ERC for their superb editing guides

No thanks to The Department of Engineering, who STILL haven't replied to my email (3 weeks and counting, guys...)

Thanks to YOU for taking the time to download "The Bridge", and enjoy!


Ian.