Quake 2 CTF Maps by Courteney “DraigGwym” Evans
AFCTF1 – Crypt’s Keepers
JANUARY 23rd, 2007, 3:29AM EST ================================================================
Title : Crypt’s Keepers
Filename : AFCTF1.BSP
Author : Draig Gwym
E-mail : A_FlaymStryke@HotMail.Com
description : Quake II CTF Map
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* Play Information *
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I built, Compiled and ran this map on a PIII 866mhz with only712 RAM so most modern machines should run it. I implore you todo a quick google for TEAM BLUR or QUAKE 2 EVOLVED. It’s awonderful graphical boost and engine overhaul for the game.
This map also includes a level screenshot (In the UI subfolder)for Q2-Evolved, EraserBot route table.
Also, SuperFunHappy Intermission!
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Single Player : NoCooperative : NoDeathmatch : Yes, 8 DM respawn nodes.CTF : Yes, 9 Start points per team, 16 DM respawn nodes.
Player load : Yes, 6-12. You COULD have 34 but it would be insane..
Difficulty Settings : NoNew Sounds : Yes.New Graphics : Yes. Entirely mostly from scratch. Icons and propaganda provided by the good Doctor..
* Construction *
Editor(s) used : Worldcraft 1.6, Arghrad 2.0, The Gimp 2.2.13, Wally.
* Credits *
Team Blur for QUAKE 2 – EVOLVED. Check their shite out at: The creators of Quake II, And all those dedicated folks who keep playing, Moddingand mapping for the Q2 Engine.
* Copyright / Permissions *
Copyright (c) 1998 Draig Gwym. All rights reserved.
This map may be electronically distributed only with nocharge to the recipient, and may not be modified in any way.This text file must be included with the map unmodified.
This map may not be distributed on any CD-ROM without theprior, explicit written consent by Draig Gwym.
This map may not be used on a commercial multi-player serverwithout similar explicit written consent.
Thank you, Draig Gwym
AFCTF2 – CrackHoFunny
Hammer Hammer!
AFCTF2A – CrackHoFunny
DGCTF1 – CrackHoFunny FINAL
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Title : CrackHoFunny FINAL
Filename : DGCTF1.BSP
Date of Release : February 4th, 2007
Author : Draig Gwym
Email Address : A_FlaymStryke@HotMail.Com
Description : Map inspired by AS2M7 (Cacophany) After a MAJOR refit, It’s now suitable for ACMECTF, Where it will hopefully make it into the rotation. ================================================================
* Play Information *Game : Quake II CTFSingle Player : No! (Unless you want to wander aroudn the intermission screen forever!)
Capture the Flag : That’s the idea! 8-16 players is ideal.New Textures : Yes, Oblivion Texture pack and additional CTF textures.
New Sky : Yes, “Top Of The Heap”.New Sounds : Intermission tune.Intermission Camera : Yes
* Construction * Editor(s) used : WorldCraft 1.6, Wally < – > The GIMP, Cool edit pro.other compile tools : Arghrad.Credits : Everyone on http://www.wormlair.com/forum/, id, And all those mappers and texturers still out there!
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DGCTF2 – Twin Castles Rush

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Title : TWIN CASTLES RUSH
Filename : DGCTF2.BSP
Date of Release : February 22nd, 2007
Author : Draig Gwym
Email Address : A_FlaymStryke@HotMail.Com
Description : Map inspired by TWIN TEMPLES (LUSH) Meant for 6-12 players max. Any more than that is suicide. ================================================================
* Play Information *Game : Quake II CTFSingle Player : No! (Unless you want to wander aroudn the intermission screen forever!)
Capture the Flag : That’s the idea! 6-12 players is ideal.New Textures : Yes, Maric’s Base1 Texture pack and additional CTF textures.
New Sky : Yes, “Coward’s Cove”.New Sounds : Intermission tune.Intermission Camera : Yes
* Construction * Editor(s) used : WorldCraft 1.6, Wally < – > The GIMP, Cool edit pro.other compile tools : Arghrad.Credits : Everyone on http://www.wormlair.com/forum/, id, And all those mappers and texturers still out there!
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DGCTF3 – Arrakis Kuun
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Title : ARRAKIS KUUN
Filename : DGCTF3.BSP
Date of Release : February 23rd, 2007
Author : Draig Gwym
Email Address : A_FlaymStryke@HotMail.Com
Description : Based on a really old idea I had once. Egyptian motif, Lots of ramps and spots to hide. ================================================================
* Play Information *Game : Quake II CTFSingle Player : No!
Capture the Flag : That’s the idea! 10-32 players is ideal.New Textures : Yes, MaricsBase 1 Texture pack and additional CTF textures.
New Sky : Yes, “Mr. Clean’s Desert Environment”.New Sounds : Nope.Intermission Camera : Nope.
* Construction * Editor(s) used : WorldCraft 1.6, Wally < – > The GIMP, Cool edit pro.other compile tools : Arghrad.Credits : Everyone on http://www.wormlair.com/forum/, id, And all those mappers and texturers still out there!
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DGCTF3S –
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Title : Arrakis Kuun SPECIAL
Filename : DGCTF3s.BSP
Date of Release : March 3rd, 2007
Author : Draig Gwym
Email Address : A_FlaymStryke@HotMail.Com
Description : Thought some parts of DGCTF3 were a bit tight to get through and the flag zones too easily defended, So I rebuilt the map from the ground up. this is the third rebuild. ================================================================
* Play Information *
Game : Quake II CTFSingle Player : No singleplayer unless you want to run around the intermission room forever!
Capture the Flag : That’s the idea! 12-24 players is ideal.DM : I guess it would make a good TDM map..New Textures : Yes, Maric’s 1Base1 textures plus extra CTF textures.
New Sky : Yes, “Emerald Summit”.New Sounds : Yes, A loop I threw together for the game intermission screen.
Intermission Camera : Yes, With musix!!
* Construction * Editor(s) used : WorldCraft 1.6, Wally < – > The GIMP, Cool edit pro.other compile tools : Arghrad.Credits : Everyone on http://www.wormlair.com/forum/, id, And all those mappers and texturers still out there!
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DGCTF4 – MonoChronoMatrix
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Title : MonoChronoMatrix
Filename : DGCTF4.BSP
Date of Release : February 28th, 2007
Author : Draig Gwym
Email Address : A_FlaymStryke@HotMail.Com
Description : Thought some parts of DGCTF3 were a bit tight to get through, So DGCTF4 was born! </FanFare> ================================================================
* Play Information *Game : Quake II CTFSingle Player : No singleplayer or coop start points.
Capture the Flag : That’s the idea! 8-16 players is ideal.DM : I guess it would make a good TDM map..New Textures : Yes, Oblivion Texture pack and additional CTF textures.
New Sky : Yes, “Dragon Vale”.New Sounds : Not this time!Intermission Camera : Yes
* Construction * Editor(s) used : WorldCraft 1.6, Wally < – > The GIMP, Cool edit pro.other compile tools : Arghrad.Credits : Everyone on http://www.wormlair.com/forum/, id, And all those mappers and texturers still out there!
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DR4IG02 – R.A.T.S. (Rapid Access Tunnel System)
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Title : R.A.T.S. (Rapid Access Tunnel System)
Filename : DR4IG02.BSP
Date of Release : March 7th, 2007
Author : DR4IG (Formerly DraigGwym)
Email Address : A_FlaymStryke@HotMail.Com
Description : Map inspired sorta by Rush, But was testing out some funky new effects and a different design. ================================================================
* Play Information *Game : Quake II CTFSingle Player : No! (Unless you want to wander around the intermission screen forever!)
Capture the Flag : That’s the idea! 8-16 players is ideal.New Textures : Yes, LunarMetal textures by Lunaran. They got sorta a DOOM feel to em.
New Sky : Yes, “Phobos”. (Again, DOOM themed!)New Sounds : A couple for the QuadKiddies ;)Intermission Camera : Yes.. If you count using a Info_Player_Start entity. :)
* Construction * Editor(s) used : WorldCraft 1.6, Wallyother compile tools : Arghrad.Credits : Everyone on http://www.wormlair.com/forum/, id, And all those mappers and texturers still out there!
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