Map Name: Fadeout 
                Author: [WTF?]Chemical 
                Burn 
                Map Type: Capture the flag variant 
                Web Site: Chemaps 
                Download: fadeout.zip 
                
                    
                       
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                        New Textures | 
                       
                       
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                        New Skybox | 
                       
                       
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                        New Models/Sprites | 
                       
                       
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                        New Sounds | 
                       
                    
                   
                 
                Scoring: 
                 
                10 points per successful capture of the enemy flag.    Overview:
I have long reglected my duties as Level Of The Week writer. 
                  My excuse? College. Plain and simple. Although now that i am 
                  finishing that this coming April 2nd, free time will once again 
                  be a concept known to me. Yay for that! 
                The reasons for my comeback? The promise of HL 2 and the ever 
                  present shadow of TF 2 hanging around, a small rebirth of TFC 
                  maps popping out here and there... 
                  Take your pic! 
                Moving onto the review, Fadeout caught this reviewer's eye 
                  a few weeks ago with the promise of rejuvenating my love for 
                  capture the flag. Did it deliver? Read on! 
                  (Hint: It made it's way here didn't it?) 
                   
                   
                   Description: 
                   
                  Fadeout was crafted by resident hosted mapper Chemical 
                  Burn from the renouned TFC mapping clan [WTF?].So right from 
                  the start, expectations were high, but i was not disappointed. 
                The map is a "Shutdown" style capture the flag, which 
                  means before you can run over to the enemie's flag room, you 
                  have to disable their base's security system (The force field 
                  surrounding the enemy flag) in order to grab it. This is achieved 
                  by pushing the conviniently placed button in the base's ramp 
                  room under the caption "Laser control". 
                The map's high point in this reviewer's opinion is the extremely 
                  effective layout of the map which makes both learning and moving 
                  around a breeze after a minute or two. Each base has 2 respawn/resupply 
                  rooms which are connected together by a small tunnel. The exits 
                  lead either to the flag room's main corridor access or the sniper 
                  deck. This makes defense concentrate out at the base's main 
                  entrance or the flag room, which is killing two birds with 1 
                  stone, because of the "Openfire" style water tunnel 
                  connecting both areas. Attackers don't have to worry about the 
                  laser control as much as they have to actually get to the flag 
                  room and out again, a big problem of most shutdown style maps 
                  which pits the buttons deep inside enemy territory (NOT where 
                  you want to be most of the time!)  
                
                  
                     
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                 Moving onto the visual side of the map, i 
                  found myself facing a home designer's dileama: Go for the pleasing 
                  and functionnal architecture's pros, or rant about the average 
                  paint job in terms of cons. I decided to go for both. Lighting 
                  in Fadeout will undoubtedly strike you at first. Soothing blue 
                  or pinkish-red? You'll know right from the start on which team 
                  you're on when you first spawn in some kind of tube. There isn't 
                  a spot too dark or too bright anywhere in the map. Lighting 
                  comes both from the skylights everywhere in your base and from 
                  texlights on columns. 
                   
                  Texturing is other side of the coin though. The same old brick 
                  texture on every wall makes things look dull. It's obvious the 
                  architecture is made to stand out with the lighting but a bit 
                  more variation would of been welcomed. 
                
                  
                     
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                 Also, waterfalls seems to be this map's theme as you see water 
                  pouring from grates on walls to keep things interesting. Most 
                  noticeably are the double waterfalls in the map's middle section 
                  which is filled with steam, making fights in that area slightly 
                  laggy, but very original. 
                Gameplay wise, you'll see engineers scurying everwhere to build 
                  their SGs and snipers protect both the front of the base and 
                  the flag room. But things move fast in Fadeout and during testing, 
                  the middle area was used an outpost to quickly put pressure 
                  on the enemy base's defense. Every class can shine, but every 
                  class can be brought down. 
                   
                  Conclusion: 
                   
                  Fast "soldier-tested, mother-approved" gameplay 
                  on a solidly built map, a must for any public OR clan server. 
                -BlackPanther 
                P.S.: Watch out for the zombie ! 
                
                  
                     
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                      BlackPanther's 
                          Mapping Guide  | 
                     
                     
                      How do you make a 
                          shutdown style map? 
                           
                          Shutdown maps have been gaining popularity ever since 
                          the original map (Shutdown) has been released. The basis 
                          of the map is to deactivate lasers (or something else) 
                          in order to get access to the flag. 
                        This may be done with just a simple func_button triggering 
                          a multi_manager that in turn, triggers the env_beam 
                          entities making up the lasers. But it's a good idea 
                          not to use the damage setting of the env_beam to make 
                          the enemy think twice before taking the leap. The entity 
                          just isn't suited for it, and it can not work everytime. 
                          It's best to make a trigger_hurt where there lasers 
                          are that is also turned off with the multi_manager.The 
                          rest is standard CTF entities for the flag capture. 
                          Don't forget to give the button a "delay before 
                          reset" value. 60 seconds should be good, but it 
                          all depends on your map's layout and how much time it 
                          takes go get from the button to the flag. 
                        Also, a nice thing to have in your map is a vox that 
                          yells out something like "Warning! Security systems 
                          deactivated!" to let your team knows when your 
                          flag is vulnerable. But if you do, i beg you NOT to 
                          go crazy with the "volume" setting. Setting 
                          it to 4 is quite enough. 
                        -BlackPanther 
                        Shutdown-Style 
                          Map Tutorial @ TF Mapped 
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