OK, This documentation is gonna suck but it should give
you enough information to get the damn thing installed
and running.

Step 1 - Installation
------
Extract the contents of this zip to a temp directory and
make sure you leave the directory names intact!  If
you're still using pkunzip use the -d option.  Anyway,
I'm gonna assume you have created CTFC under C:\TEMP.
If this is not true, adjust this documentation.

Move the CTFC directory under your Quake2 directory.
To support the current set of q2ctf maps, you'll have
to copy the pak0.pak file from the quake2\ctf directory
into this one.  I know, it's 11MB but believe me when
I say that most CTF mod authors are trying to find a
more elegant solution to this problem.

In any event, when you're done, you should have a CTFC
directory under your Quake2 directory.  At that point, 
you're ready for the next section of the documentation.
Simply use quake2 (or gamespy if you want) to connect
to the appropriate classic ctf test server and you're on
you're way.  If you're just gonna use quake2 to do it,
type connect <server ip:port> on the console.  If
you're using gamespy, you'll have to add the server by
hand.

To set up a server, you should just modify the server.cfg
and use the standard command line:
	C:\QUAKE2\QUAKE2 +SET GAME CTFC +EXEC SERVER.CFG +SET DEDICATED 1
and you're ready.  Most of the standard quake2 and q2ctf
settings will apply like map rotation variables and
dmflags, etc.

Step 2 - Command differences
------
The commands are basically the same as q2ctf (i.e.
cmd use grapple will pull out the grapple) except
for one major difference.  To switch to previous
weapon you should use "cmd use prevweap" instead of
the q2ctf command "cmd prevweap".  So, for example,
I have the following three lines in my autoexec.cfg
that switch to grapple, fire it and switch back to
my previous weapon when done:

alias +rmouse "cmd use grapple;+attack"
alias -rmouse "-attack;cmd use prevweap"
bind mouse2 +rmouse

I made a creative decision that my implementation 
was more consistent with the standard command line
interface than Zoid's.  If enough people bitch 
about the difference then I'll use Zoid's command 
but I would strongly suggest complaining to him to 
change his than to me because he really does 
deviate from the standard moreso than I.

OH yeah, I wanna thank all my beta testers.  It's been
so long since this was in beta but you guys helped a
tremendous bit and for that.

Also wanna thank Patrick Curry (patrickc@frogdesign.com) 
the kick ass skins...

What are the future plans for this mod?  Well, first off,
I'd like to add an automatic flag placement algorithm so 
that this mod will work on ANY level whether it was designed
for CTF or not.  I'd also like to include support for
clan matches.  Any of you who have followed Quake/QuakeWorld
CTF for any time know that I was working on porting the
ClanRing mods to the QWCTF server about the time Q2 got
released.  I had to abandon that project to work on this
one.  I would like to take that work and incorporate it
into here sometime.

I'd also like to make a public challenge to you kick ass
map designers out there.  I have converted the source code
from QW to Q2 CTF.  How about some of you guys converting
the maps to Q2 so we can abandon QWCTF once and for all!
I must admit I still play QWCTF (actually, more than Q2CTF)
and it's because of those maps.  I love those maps and have
become all too familiar with each of them.  I would love
to see them in a Q2 format.  Anyone who can convert them, 
email me and I'll be sure to include your maps in the next
release of this thing.

Again, I apologize for these documentation being so
minimal but I'm assuming an average level of intelligence
from you people and it's late on Friday night and I don't
feel like typing all friggin' night.

Thanks again for your support!

{nDo}BiG_DoG
bigdog@captured.com
