R-CtF HomePage
Last update: 18:30 (GMT) 30-December-1998. Best viewed
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| Finally got around to fixing some of the file
links. cdrom.com, a while back, decided to stop people downloading via
the WWW server and get them to use the FTP server instead. ic.ac.uk have
also finally stopped allowing anonymous login via their ftp.doc machine
so many of the links had to be updated to use sunsite.doc instead.. I've
also corrected a few other minor errors. Not sure if i'l make a RCtF10 (or do a remake of one of my existing levels) in the near future, but i might.. I have almost finished a port of RCtF9 to WeaponsFactory, but i might be adding 1 or 2 V3.4 features, and V3.4 is still in beta at time of writing.. |
[Reactor Station] |
| [Mountain StrongHold] | |
| [Fort Capture] | |
| [Opposition] | |
| [GateHouse] | |
| [Keep Mori] | |
| [Pherrus Base] | |
| [Rock Temple] | |
| [WarZone Bunker] |
See the Copyright/ModInfo page for info related to mods (such as inclusions in clientpacks).
| Reactor Station[21-Feb-1998] | |
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My first Quake2CtF level, quite possibly the first ever released for
Q2-CtF (a near complete 'beta' version was released before Q2-CtF came
out). The level was designed so that, for a side to be succesful, they
have to actually think about their positioning, and make every position
count. The bases are designed with multiple entrances so that making a
watertight defence is not an easy task, and plenty of routes to get from
base-to-base to hopefully outmanuvre the enemy are at hand. Use of a grappling
hook also helps on this level.
Although it may be a bit dated by now, this level is still a good one:
it had been reviewed and graded as 4.8 out of 5 at one point. Should be
suitable for 8-16 players. I am thinking of updating this levels though
(at the very least, redoing the item arrangment).. [21-Feb-1998]
Quake2 version: [rctf1_q2.bsp]
[cix.co.uk]
[search]
Quake1 version: [rctf1upd.zip]
[doc.ic.ac.uk]
[search]
| Mountain StrongHold[13-Mar-1998] | |
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My secong Q2-CtF level. The base entances are built into the side of
a mountain, while the bases themselves follow a simular style to the bases
in rctf1 (above). As in rctf1, there are several possible routes from base-to-base,
although in this one, the bases are not quite so hard to solidly defend.
A grappling hook again also helps a lot. Intended for 8-16 players, this
level should be reasonably balanced.
rctf2.zip
[doc.ic.ac.uk]
[search]
| RCtf3: Fort Capture[04-Apr-1998] | |
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Predictably, my third Q2-CtF level. I decided with this one to pay a
lot of attention to detail, and as it turned out, the level ended up being
huge as well (the total compile time was around 10 hours). The main feature
of the level is the 2 battlement courtyard which leads onto an intermediate
base complex and eventually the flag chamber itself. The level should be
optimal for 16-24 player games, but should be able to hold upto 32 (although
larger games may need weapons-stay set). This level has got good rankings
in several reviews (although the more critical reviewers have pointed out
the odd problem or 2), and is arguably the level which i am most associated
with..
[rctf3.zip]
[doc.ic.ac.uk]
[search]
RCtF4: Opposition
[11-Apr-1998]
This
level is a small scale one intended to contrast with my previous large-scale
map. While still regarded as a good map, RCtF3 may make this one looks
a bit disappointing. However, if you want a small map for a small game
(6-10 players), try this one out. Nothing too exighting though.. :/
[rctf4.bsp]
[doc.ic.ac.uk]
[search]
RCtF5: GateHouse
[30-May-1998]
The
setting in this level is a group of medieval-style castles that are built
in a mountainous region. The base entances are castle towers that lead
onto a mini-courtyard and eventally the inner bases which follow a medieval-modern
theme (the rest of the level is medieval). Midfield consists of caves and
battlements. Suitable for 14-36 players, but should be OK with more (the
map overloaded the BSP utils several times), tho larger games (20+ players)
may need weapons-stay set and instant-powerups turned off. Organization
(and grappling) is essential..
[rctf5.zip
[doc.ic.ac.uk]
[search]
RCtF6: Keep
Mori [18-July-1998]
Again,
a partially medieval-style level. The bases themselves are indoors, and
are connected by 2 rocky courtyards and a cave (I removed the subterrainiun
cavern route since it took too long to VIS and render ingame). This one
is smaller then the others, and has a much larger concentration of ammunition
(especally rockets). Should be OK for 8-16 players. This level is probably
more suited to smal scale, less organised games.
[rctf6.zip]
[doc.ic.ac.uk]
[search]
This
level follows the Quake2 militry base style. The base entrances face each
other across an open battlefield, and from the entrances, you can take
1 of the routes to the base. For those who don't want to run the gauntlet
of the midfield battlezone, theres the enclosed bridge route from base
to base. Should be OK for medium-sized games| RCtF8: Rock Temple[23-Sep-1998] | |
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I started this level, with a very medieval theme in mind. It has 1 or
2 parts that are based on an unreleased map that was going to be included
in the Hexen2 VampireTC (before it folded when Quake2 was released). I
made it for Quake1 because Quake1 has a texture set that is more forgiving
to medieval style levels (although i'd forgotten how much of a pain entity-sourced
lighting can be). The map follows the traditional CtF style of base-midfield-base.
The Quake2 version, while i managed to maintain the medieval fell throughout
most of the level, it doesn't hold quite as well, and is more like medieval-modern
than medieval. Should be suitable for 6-14 players. I forgot to include
the LMctf entity patch (allows LMctf users to use the more understandable
location-identitifer system), but it is avalable below, and rctf8 can be
used with LMctf without it..
Quake1 version: [rctf8-q1]
[doc.ic.ac.uk]
[search]
Quake2 version: [rctf8-q2]
[doc.ic.ac.uk]
[search]
LMctf entity patch: [lments-rctf8.zip]
RCtF9: WarZone
Bunker [07-Nov-1998]
My
ninth Q2-CtF level. In this level, i intended to create a situation where
there isn't a single midfield that players are forced to go through (an
idea i don't think i've fully used since rctf2), and
bases, although defendable, the defence cannot be uncrackably solid. The
Bases are of a brick(warehouse?)/base style, and there are 2 seperate routes
between each base (i was going to interconnect the 2 midfield areas, but
i didn't like the results - i might add it if i ever do a remake of this
level though), an underground one, and the other that has a bit above-ground
(maybe i should give the rock a rest for a while.. not sure how many other
authers use rock, but i've used it in at least 7 of my levels.. :/ )
Should be suitable for 6-12 players. An entity patch with location data
for LMctf is included.
Note: i recently discovered that 1 of the banners within the Red base is
blue. This is easy to fix (it only requires 1 byte to be changed within
the .BSP file) but Quake2 does CRC checks on user's map files. I have released
a replacment LMctf entity patch (i think some other CtF mods that support
entity patches use the same format) that server admins can install to rectify
the problem (this does not require players to download any new data).
[rctf9.zip]
[doc.ic.ac.uk]
[search]
[updated
entity patch]
[Captured.com]
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Nasty] [Capture^2]
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