Gas does not kill you in water.
Make sure you put the 2 model files, nerve1.mdl and mask1.mdl,
into your progs directory(the one with all of the Team Fortress
.mdl files in it.
#1- Do not build sentry guns in the narrow protected halls across from
cells. I originally built the halls with the slots for sentry guns,
but sentry guns really don't pick up and track targets well unless
they have a full view of you, and better yet on the same plane.
2 prison complexes. The object is to penetrate and get the key to
the nerve gas switch from the wardens office. Then make your way to
their(the enemy) gas chamber and trigger the nerve gas. This will kill everyone
on the map except you, and 6 lucky people at each fortress that make it to the 12
gasmasks. The gasmask doors will only open once the switch has been triggered at
the other fortress.
Their are 4 sets of lights that trigger off the enemy at each fortress. Use
these for spy detection.
The mine is accessed from the deep water pit. The demoman must blow the
fallen rocks out of the way, then blow a hole in the other teams prison
yard. The fallen rocks can be opened and closed repeatedly by demomen.
First version(expecting more due to all the models, dynamic entities etc.,
I used and quakeworlds limits)