changes:
-crylinks in the middle of the map have been changed to hagars.
-swapped mg-sg spawns
-no more garbage inside the pk3

Nr. 6:
A CTF map by the Chickenteam. The readme says: The Chickenteam is a group of Europe's best (q3) CTF players that worked hand in hand with our mappers to finally release a mappack by CTF players for CTF players.
So expect some good gameplay on this one

Author: Chickenteam
Title: Rocky Rampage
Download: >>HERE<< (R2)
Installation: Save the pk3 to your Nexuiz/data folder. Start Nexuiz and choose the map from the menu. Select the CTF gametype.








readme wrote: 12 January 2005
onegin@chickenteam.org
http://www.CHICKENTEAM.org
#chickenteam (QuakeNet)
Description
-----------
Chickenteam - CTF map for Quake 3 Arena.
The Chickenteam is a group of Europe's best CTF players
that worked hand in hand with our mappers to finally release
a mappack by CTF players for CTF players.
...
Mapper's credits and special thanks
-----------------------------------
###########################################
## CTCTF6 - Rocky Rampage - Agent Orange ##
###########################################
AUTHOR
------
Agent Orange
http://www.lvlmaker.co.uk
CREDITS
-------
Main texture set: Sock
Rocks: Kat
Ground: Berneyboy
Sky: Ydnar
Teleporter: stecki
Original layout scetches: Onegin
Rexx for hosting all my crappy maps over the years.
All those who gave feedback. Especialy onegin on layout & Sock on rocks.
Everyone on Q3W forums who found my fuckups![]()
NOTES
-----
My last ever map for Q3. Honest. No, this time I mean it.
A little history...
The map's layout started as some sketches from onegin. I used those
to make the 1st alpha and then over the next 30 or so alphas new areas
were created and old ones refined or removed. Some of this came from me
and some from onegin. The resulting final layout still owes more to onegins
input than to my changes but there is still quite a bit of me in it too.
Naturaly all the actual brushwork is mine![]()
BTW the rocks in the middle are all my fault and were added in the beta stages. Onegin didn't want them but
the rest of the layout was so open that something was needed to block visibility
between the bases or the fps would have been dire. Hence the rock tunnels. Sometimes a mapper has to stand firm!
ADDITIONAL THANKS TO
--------------------
The chickenteam members and betatesters for the best and most detailed feedback I ever got.
Mr.clean for the egyptian texture set
Sock for his skybox
Todd Gantzler for the great mapobjects
The people at the quake3worlds forum for their feedback
See the readme included in the pk3 for more infos