Author: Team M:Impossible
Released: 17th March 2001
Rating: 95
Review by Kim Robinson on 7th March 2008
A lovely DM map which comes with its own set of rules, and although rather convoluted, surely add to the experience. You've just got to get enough players. Design, layout - all top notch, weapon placements are well thought out (as described in the text file). Even if you're unable to play the map the way in which it was intended, it's still a good 'un.
Gameplay Type: DM
Requires:
Duke Nukem 3D v1.4+
Filesize: 254.27 KB
Level includes: new ART
Download: Turfwars on 13th Street (242)
Know of any other maps from this author? Let us know
Mapping template:
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THIS LEVEL IS NEITHER MADE BY OR SUPPORTED BY 3D REALMS.
Title : Turfwars on 13th Street
Filename : Turfwarz.map
Author : Team M:Impossible (Blackjack, Maarten, Chris Alcock)
E-mail : blackjack666[at]hotmail.com
mfpinxton[at]hotmail.com
chris.allcock[at]btinternet.com
Web Page : 2maarten.com
Misc. Author Info : Team M:Impossible is or was a shakey alliance between
three of the greatest map builders of all time whose
goal was to pull together in their finest hour to
construct this insanely good DM level as part of
JS`s Community Build Project. Nice.
Other Levels : This is the first (and most likely only) level from
M:Impossible
Description : Turfwarz takes place a deserted, anonymous street in downtown
LA.
This scrap of urban decay is the battleground of two rival gangs,
the Red Wings (who control the local subway station) and the Blue
Cowboys (who operate a breakers yard). Naturally their respective
bases are mere fronts for the illecit activity which goes on in them,
but now both gangs have decided that they want more. After holding a
council in a nearby hotel, the gangs have declared war on each other.
Each of the sides now engages in a battle for supremacy on the mean
streets - fighting first for the control of nearby establishments,
followed up by an all out attack on the rival gang`s base. Do you
have what it takes to survive?
Additional Credits To : - 3d Realms for the most playable game in existence
- JS for organising this project
- Thankyou to the Dukeworld Community for the patience
to wait through all those agonising months for this map
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* Play Information *
Episode and Level # : E1L1
Single Player : No
DukeMatch 2-8 Player : Yes
Cooperative 2-8 Player : No
Difficulty Settings : Not implemented
Plutonium Pak Required : Yes
New Art : Yes
New Music : No
New Sound Effects : No
New .CON Files : No
Demos Replaced : No
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* Construction *
Base : New level from scratch
Level Editor(s) Used : BUILD
Art Editor(s) Used : Editart
Construction Time : Over six months
Known Bugs/Problems : For some reason the TV in the hotel room
will only show one of the scenes at time.
* Where to get this MAP file *
File location : JS`s Build site: www.dukeworld.com/jsbuild
Maarten`s site at www.2Maarten.com
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*Important Information*
Installation : Make sure all the players are using the art file
Important Notes : - You may NOT use this level as a base for your own, nor
exploit it for commercial gain.
- Read the following rules first:
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Playing Turfwarz:
Turfwarz has a number of unique locations and rules which must be described; and
understood by all players. The level has three basic locations - The Red Wing`s base
which is the subway at the Southern end of the street; the Blue Cowboy`s
base which is in the garage at the North End. Finally there is the street itself,
which
has a bookstore, pawnshop and pharmacy on it among other things. In addition there is
a
respawn area which is a hotel room, and has instant access to both bases.
Both bases have an armoury and a control centre - which allows doors to be locked,
lights
to be turned on and also a security camera network. It is also the location of the
team`s
safe.
The Pawnshop contains a shotgun and an RPG. However, the RPG can only be accessed
from somewhere
in the bookstore. You`ll also have to work out how to get into the bookstore first.
The Pharmacy contains enough health for almost a full boost, and also a drinking
fountain.
However, there is also a special "panic" button which brings down protective barriers
over
the door and window if a player wishes to slowly heal himself with the fountain. The
downside
is of course that he is effectively out of play.
Rules : Turfwarz has a number of rules which MUST be obeyed!
1 - Before the game starts choose who is going to be on each
side (gang) - and make a note of all the gang members colours.
This is best done in the respawning room. It is best to pick
sides and then line up so everyone can see who is on each side.
Use the talk feature to make sure everyone understands. Then both
teams deploy in their bases. They have one minute with which to
prepare, after which player one gives the command for the game to
start.
2 - Once the game is underway players are pretty much free to do
as they wish, whether it be kill the enemy or capture their stash.
To capture their stash, a team must move into the other player`s
control room and blow their safe up. Inside the safe is a switch
to represent the stash, and when this is flicked signs go up
in the street declaring the winning team.
3 - If players die they appear back in the respawn room, and to get
back into the game they must use the switch next to the door which
leads to their base. It is absolutely NOT permissable to touch the switch
belonging to the other team base, nor can you attack players in this
room - it is effectivly a neutral space. For comfort while you
wait for your mates you could take it easy with a beer and a magazine,
watch some TV or listen to music.
Tips : 1 - You`ll notice that there is a slight imbalance in the bases and
weapons. The Red Wings have a base which is easy to defend, but their
armoury contains mostly short range assault weapons - making them the
ideal attacking force. The Blue Cowboys have a base which is a little
harder to defend but they also have better long range weapons, so
they are advised to defend their base before making a counter attack
at the weakened Red Wings base.
2 - Fight to control the street before moving in on a base. This
ensures that while you attack them they can`t be attacking you.
3 - Hide in shadows. There`s loads of them. You`ll also notice some
excellent places for camping to guard entrances to the bases -
be sure to exploit them.
4 - NEVER enter the enemy base without support. Cracking the code
to the safe takes several seconds of focused aiming even if you
get it right first time - far too easy for a rogue guard to pop
in and frag you. Far better to have one or two team mates to cover
door while the safecracker does his stuff. Some weapons are better
than others for this task. Equally try and have at least on guard in
or around the control room.
5 - Use cover at all times when in the street. And watch your back!
Credits : Blackjack, the team leader of M:Impossible is responsible
for the street battleground, as well as the initial ideas and the
Turfwars game. He also co-ordinated (with mixed success) the
development of the project. Which has taken around 6 months.
Maarten Pinxton is responsible for Honest Hank`s Garage AND
all the art. Maarten was at times the only one to hold this project
together, and even I am amazed at the speed at which he can create
quality level building. A top job from a top mapper.
Chris Alcock had a late start in this project because C3P0 was
orginally the third team member but nothing really got done. As
a result the team came to a mutual descision to drop C3P0 and
get another mapper on board. Chris fitted the bill and within a
few short weeks (in between getting massively drunk at Christmas)
created the Subway section.
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COPYRIGHT 2001 M:Impossible Productions. All rights reserved.
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