R-CtF HomePage
last update: 22:40 (GMT) 18-May-1999. Best viewed with NetScape (800x600x16bit)
Tied up a few loose links so everything should be OK by now (now that RCtF10 has finally now reached its resting place on cdrom.com)..

(very old coverpage)

[Reactor Station]
[Mountain StrongHold]
[Fort Capture]
[Opposition]
[GateHouse]
[Keep Mori]
[Pherrus Base]
[Rock Temple]
[WarZone Bunker]
[Pherrus Bunker]


 
Reactor Station [21-Feb-1998]
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, and this version came out a few days after Q2-CtF shipped). 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 to some extent. 

In reviews this level had been given 4.8 out of 5, but 1 year on, it is now a bit dated, but ought to be still worth a try. Maybe i ought to remake this level (or at the very least, release an entity patch with a different item arrangment..)

Screenshot - water room (12k)
Screenshot - Blue base (10k)
Quake2 version: [rctf1_q2.bsp] [cix.co.uk]    [search]
Quake1 version: [rctf1upd.zip] [doc.ic.ac.uk] [search]


 

Mountain StrongHold [13-Mar-1998]
My second 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. The grappling hook is really a requirment, but one can get away without having to use it too much.

Like RCtF1, this level is a bit dated, but if it wasn't for a few problems with the bases (in software-rendering mode, the glass ceiling causes some slowdown) this map wouldv'e been as near flawless as was practical at the time.

Screenshot of base entrance (10k)
Red Base Screenshot (9k)
rctf2.zip [doc.ic.ac.uk] [search]


 

RCtf3: Fort Capture [04-Apr-1998]
Predictably, my third Q2-CtF level. I decided with this one to pay a lot of attention to detail (especally since the editor i used had had a lot of new features added), and as it turned out, the level ended up being huge as well (the total compile time was around 10 hours on my P166/80mb) so it really needs quite a few players. The main feature of the level is the 2 battlement courtyard which leads onto an intermediate base complex and eventually the flag chamber itself. 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..

I think that having a midfield bottleneck was a big mistake on this level (if i do a remake, i'l probably change it from a linear to a ring passageway), but all levels end up having their drawbacks. This map was nominated for the Expert Quake CtF pack, although it didn't quite make it in the final vote.

Red Fortress Courtyard (11k)
Blue Upper Base (9k)
[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 look a bit disappointing. However, if you want a small map for a small game (6-10 players), try this one out. Expert Quake recently included it in their Expert CtF pack so it must be worth a look.. :) Red Base (8k)
[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. Needs quite a few players and has capacity for lots.

Brilliant architecture in places, but the layout is a bit on the lousy side. However, some people liked it a lot, so it can't be that bad.. :)

Midfield Battlements (9k)
[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 small scale, less organised games.

With hindsight, good, but could be better. Well built though..

Blue Keep (12k)
[rctf6.zip] [doc.ic.ac.uk] [search]


 
RCtF7: Pherrus Base [18-July-1998] 
This level follows the Quake2 military 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.

No real faults with this level, and if you've never played any of my levels before, i'd suggest trying this one first..

Red RingRoom (12k)
[rctf7.zip] [doc.ic.ac.uk] [search]





 
RCtF8: Rock Temple[23-Sep-1998]
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).
 

Well-built (as usual) but perhaps a bit run-of-the-mill.

Quake1 shot (67k)
Quake2 shot (57k)
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 really 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..)

If i didn't cockup by putting a blue banner within the red base (can be fixed using the updated version of the entity patch) this would be a decent level..

Basement shot (51k)
[rctf9.zip] [doc.ic.ac.uk] [search]


 
RCtF10: Pherrus Bunker [21-Mar-1999]
This level is one of, if not the, most spacious level i've ever made. I've made it so that there are several routes between each flagroom within this militry-base-style maps, and a moderate selection of guns. This, coupled with the usual attention to detail and the the almost 100% usage of the better-looking surface-based lighting. Should be suitable for 10-24 player games.

I've included are 2 entity patches: RCtF10.ent, which allows LMctf players to use LMctf's enhanced location identifying macro (%p), and RCtF10.rox, which increases concentration of the more powerful weaponry (as well as randomizing the Quad's respawn location) - Intended for large games (tested with LMctf, but ought to work with OrangeCtF, WakeCtf, and a few other mods - check the mod's docs)..
 

I've placed a copy of the level in my WebSpace as the guy who runs the cdrom.com/pub/Quake file repository is not very active ATM..
 

Red HallWay shot (45k)
Blue HallWay Hub shot (53k)
[rctf10.zip] [doc.ic.ac.uk] [search]


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