Map Name: Run! 
                  Author: [taZer] 
                  Map Type: Flag running 
                  Web Site: N/A 
                  Download: run.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:  
                5 point to the player capturing the flag 
                  1 point for the player's team 
                Overview: 
                Well 2003 is here and you all thought you could finally slow 
                  down after those holidays huh? Well i've got news for you: It's 
                  time to run! 
                Tired of the "all-too-familiar" 2fort clones? Want 
                  something a bit different? Well then "Run!" should 
                  be right up your alley. 
                Run introduces a unique gameplay i have yet to see in another 
                  TFC map: Flag running. "Yeah but what about VALVe's flagrun?" 
                  you may ask. This is really different. Get this: 2 team, 1 flag, 
                  and a non-symetrical map with 2 cap points. Interested yet? 
                  Read on! 
                Description: 
                First of all, "Run!" is not a new map. It was made 
                  way back in 1999, where TFC maps were swarming the community 
                  and new ideas were constantly being developed. Yet despite it's 
                  age, the map still holds on fairly well even with today's high 
                  expectations from players. 
                The map is set at night in some kind of industrial complex, 
                  complete with water tunnels, cargo storage areas, generator 
                  room and loading dock. It all sounds like the standard HLDM 
                  map setting for 1999, but the layout of the map is really what 
                  sets it apart. Simply said, it flows great. Every path leads 
                  to either capture points quickly and with enough room to deal 
                  with every kind of "trouble" you may encounter along 
                  the way. To make things better, the mapper even had the sniper 
                  in mind when he made the storage area's roof accessible either 
                  by grenade jumping a friendly conc from a medic or scout, or 
                  a boost onto a pipe you can climb like a ladder. Lighting is 
                  adequate all over the map, with nothing too dark or too bright 
                  and keeps the overall nighttime feeling but nothing really impressive. 
                  Texturing, again when looking at it through 1999 standards, 
                  is good and stick to the map's theme without any problem. 
                Again, the map is non-symetrical, meaning you wont find a base 
                  or even a specific team's resupply room in "Run!". 
                  This may sound like a turn off for some, but beleive me, it's 
                  well worth the change. As such, when you respawn, you're immediately 
                  vulnerable due to the lack of team respawn points. And you can 
                  spawn anywhere in the map in a number of locations, sometimes 
                  (rather often really!) reappearing right in the middle of a 
                  firefight you just got blown to bits from! Yet another incentive 
                  to keep moving all the time. You won't find a whole lot of cover 
                  in this map, which makes keeping in movement essential to acheive 
                  victory. But how exactly do you win? By doing what you're doing 
                  all the time in this map: running! 
                Run! features a unique gameplay in which you have to carry 
                  a single flag all the way across the map over to the other capture 
                  point. After you've done that, you have to do the same thing, 
                  but in reverse! Back to where you originally picked up the flag, 
                  either at the generator room, or the loading dock. What makes 
                  things even better, is that the flag is available to BOTH teams. 
                  But, if kill the flag carrier, the flag automatically goes back 
                  to it's original position, thus making sure your flag carrier 
                  has an escort a vital part of acheiveing victory and at the 
                  same time, keeping party crashers from camping capture points 
                  for a quick score. Just goes to show you, the simplest idea, 
                  is often the best. When played right, this scenario is both 
                  brutal and very fast. Never a dull moment! 
                
                Obviously, spawn camping can be a problem. Some respawns locations 
                  can turn you into either sniper fodder or spam banter. A particular 
                  respawn with a fast reappearing supply of grenades is the biggest 
                  problem in the map, but nothing that playing with the right 
                  people can't fix. 
                On a more positive not, class usage is very good in this map. 
                  Especially with many elevated spots for snipers, sharp corners 
                  for engineers and their sentry guns (inside the storage area) 
                  and plenty of room for soldiers to duke it out. I also found 
                  the demoman to be quite effective while laying down pipe bomb 
                  traps in key areas like the bridges and near the ladders. Obviously, 
                  a scout or medic can do a very quick run from 1 capture point 
                  to the other (with my personnal record being 21 seconds with 
                  a scout), which makes for quickly raising scores, and not much 
                  time to kill him before he takes the new flag and makes another 
                  mad dash through the map. 
                Conclusion: 
                Fast, twitch gaming we all came to love in TFC with a simple 
                  idea and a simple map designed for one thing in mind and one 
                  thing only: The need to Run! 
                P.S.: Also, sniper war fans, if you are looking for something 
                  new to mass produce "death from afar" with your sniper 
                  rifle, this is a map to consider! 
                -BlackPanther 
                
                  
                     
                        
                          
                            
                               
                                BlackPanther's 
                                    Mapping Guide  | 
                               
                               
                                Flag running? 
                                    What the... (Intermediate tutorial) 
                                     
                                    1 flag, 2 teams, 2 cap points. How did he 
                                    do it? Here's how: 
                                  You'll need two i_t_g at each capture points 
                                    to act as triggers for both teams when they 
                                    walk over them with the flag and be able to 
                                    score. Also, you'll need 2 flags made out 
                                    of item_tfgoals that need to be set so both 
                                    teams can carry them. (Yes i know there is 
                                    only meant to be 1, but in reality, you only 
                                    SEE 1 at any time be carried by a player). 
                                    Set them so that each flag only works with 
                                    1 capture point. Place each flag on the opposite 
                                    capture point. Now, set them so that when 
                                    you can a flag they are returned to their 
                                    original positions via the "Return item#" 
                                    and the flag at the capture point appears 
                                    by changing it's state to "ACTIVE", 
                                    thus giving the illusion that the flag goes 
                                    back and forth. 
                                  It's very much like standard 2fort CTF when 
                                    you look at the entities, it's just how they 
                                    react and how they are layed out that creates 
                                    the illusion. 
                                  This is a very quick and simple tutorial 
                                    so if you need more info, email me.  | 
                               
                            
                           
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