================================================================
Title                   : The Maze for BotS
Filename                : bmaze.bsp
Author                  : Yama-Dharma
Email Address           : bgammel@megsinet.net
Description             : Standard Mirrored base with a fairly extensive maze
			  between.  See below for more info.

Getting Started:
                          
                          Put the bmaze.bsp in your quake2/baseq2/maps
                          folder

                          Either start your server or join a ctf server
                          as you would normally.
                          
                          
================================================================

* Play Information *

Single Player           : No
Cooperative             : No
Deathmatch              : CTF 
Difficulty Settings     : No
New Sounds              : No
New Graphics            : No
New Monsters            : No
New Demos               : No
New Models              : No
QuakeC Patches          : Battle of the Sexes

* Construction *

Base                    : 2 mirrored structures separated by maze
Editor(s) used          : WorldCraft
Known Bugs              : none known
Build Time              : ~ 1 Hr
Performance		: worst middle r_speeds was 450 from the corners of the score
			  room.  Average seemed to be 150-200 and many place < 100.

Comments                : Thanks to Spinoza at
                          Battle of the Sexes

Notes:

Spawn rooms: Original design for these was done just prior to the invul on spawn
patch and so was originally to help combat spawn killers.  Note that you spawn above
and without a hook, enemies can't get up to the spawn areas (unless as cap) to spawn kill
(well, the angle could allow for some damage, but it should make it easier to clear a
SKer out).

Captain rooms: not completely secure, but better than most.  Should prevent opposing
captain from just waltzing in and destroying key.  Will not stop a 3rd level infiltrator.
Might make it tough, though, as he will have to search 3 rooms and go through the flag
area to get to each one.  Also, since the lift in the spawn rooms is cap only, he better
be disguised as one or give himself away when in.

Flag room entries: There are 3 (and sort of a half).  2 doors straight in, a teleport
(behind the banner) from the maze, and getting down the escape exit.  This last requires
someone to wait for the door at the top to open (can only be opened from inside) then
jump down the lift when its at the bottom before it can raise and block the way (that's
the half entry).  Note that the teleport dest walls/ceiling/floor is laser proof as
is the opposite wall.  However, a laser could be strung across the banner from the
side walls or from the ceiling/floor of the flag room.

Flag room escapes: Again the doors and the quick elevator out make 3.

Flag room hidey hole: There is a hidey hole behind the ramp leading to the uppper (side)
spawn rooms.  BG could sit in there on defense, but the opening to it is visible from the
lower main entry and would pretty easy to just get trapped in there.

General doors: I tried something new here I hope everyone likes.  Instead of just
some generic texture for doors usable by anyone, I gave the doors both colors.  So, a
blue door is for the blue team, red for the red team, and multi colored doors usable
by both.  The exception is the "secret" door that opens from the flag side only.  If
I'd made it dual colored then it wouldn't be very secret.

Score area: special defense buttons at base side top corners.  When hit, bring up
a block over the flag to prevent scoring.  Block is raised for 10 seconds, button
stays missing for 45.  With 2 buttons, you could prevent scoring for about 20 seconds.
Most walls are slanted so lasers to guard doors from maze and to cover the flag will
be difficult to set, but will cover a lot of ground.  Laser in middle of door coming
from maze cannot block entire entry; people can enter from both sides.  Entry from 
center entrance requires crouching entire distance.  Speed is slow enough to pretty 
much limit this to those with hooks.  There are a couple of sticky points on the "ramps" 
leading to the center exit, but are pretty easy to get past (esp with hook).  There are 
a few packs/large healths in this room to encourage attack and help defenders.

Maze: There are "hints" in the maze to direct you to the 2 quads and to the attack teleporters.
There are yellow (quad), red (red base teleporter), and blue (blue base teleporter) indicators.
Indicators are placed starting from the maze entrances and are meant to indicate the direction
to travel at junctions.  All 4 entrances have hints to each attack teleporter (that's in case
the defense wants hints to quickly get to their own teleporter to set up in the maze).
Red/blue hints also lead through the center (where the mega health is) and can be used to show 
the way to the other entrances.  The quad indicators only point from each entrance to the 
nearest quad and stay to the "outsides" of the maze.  Most cul de sacs have a pack or a pack
and large health.

