R-CtF HomePage
Last update: 18:30 (GMT) 30-December-1998. Best viewed with NetScape

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]
Screenshot - water room (12k) Screenshot - blue base (~10k)

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]
Screenshot of base entrance (10k) Red Base Screenshot (9k)

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]
Red Fortress Courtyard (11k) Blue Upper Base (9k)

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]
Red Base (8k)
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]
Midfield Battlements (9k)
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]
Blue Keep (12k)
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]



RCtF7: Pherrus Base [18-July-1998]
Red RingRoom (12k)
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

[rctf7.zip] [doc.ic.ac.uk] [search]

RCtF8: Rock Temple[23-Sep-1998]
Quake1 shot (67k) Quake2 shot (57k)

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]
Basement shot (51k)
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]

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