03-15-2000
================================================================
Title                   : Devolved CTF
Filename                : map-q3mexxctf1.pk3 
Maps                    : q3mexxctf1.bsp
Author                  : Marcus Dromowicz (mexx)
Email Address           : Marcus.Dromowicz@Informatik.Uni-Oldenburg.de
Home page		: http://www.informatik.uni-oldenburg.de/~mexx
Additional Credits	: Scorpion for textures <reptill@uni-muenster.de>
			 
Description             : Quake III Arena - CTF map
                          - based on my Q3A FFA map "Devolved" (q3mexx1)

                          Another version of this map featuring the teleporters of the
                          original FFA release is available at my homepage. That version
                          (called q3mexxctf1b) sports faster gameplay as it's easier to
                          flee from the enemy base.

			  Feedback about this map is appreciated.

			  This archive follows the file naming convention supported by 
			  id software as mentioned by Paul Jaquays on 02-13-2000. 
                          Therefore the .pk3 file is called map-q3mexxctf1.pk3, but notice 
                          the map filename inside is still q3mexxctf1.bsp if you want to 
                          launch the level manually from the console.


   "A great warrior?"
    (shakes his head)
   "Not many on those.  Wars don't make one great."

		- Yoda, The Empire Strikes Back



Instructions:
-------------
1 ) Extract q3mexxctf1.pk3 into your ~/Quake3/baseq3/ directory
2 ) Start Quake3
3 ) The new map q3mexxctf1 will be accessible from the menu 
    (for single player: choose single player -> skirmish -> CTF -> q3mexxctf1
     for multiplayer:   choose multiplayer   -> CTF -> q3mexxctf1             )

If you do a review about this map, please send me a note.



Other Levels by Author	: 
			  
        Devolved            - q3mexx1.zip      (Quake III Arena)
        Devolved CTF v.2    - q3mexxctf1b.zip  (Quake III Arena)

	The Cassandra Calamity			   - mexx10.zip (Quake)
	Penumbra of Domination			   - mexx9.zip (Quake)
	Prelude to Apokalypse & Mordrigor's Demise - mexx8.zip (Quake)
        A Bishop's Bane (Domina Domino)            - mexx7.zip (Quake)
        Suicide Staccato			   - mexx6.zip (Quake)
        The Terror of Tzeentch		           - mexx5.zip (Quake)
	Nurgle's Vault		                   - mexx4.zip (Quake)
	Chthon's Castle                            - mexx3.zip (Quake)
	The Entrance & The Sanctum                 - mexx.zip (Quake)

	HatReD 666				   - mexxdm2.zip (Quake)

	Battered Brains       - pk7.bsp (Painkeep - Quake DM Mod)
	Suicide Staccato      - pk6.bsp (Painkeep - Quake DM Mod)

	Abandoned Base    - zdm1.bsp (Zaero - Quake II Add-On DM Extension)	
	Damned!           - zdm2.bsp (Zaero - Quake II Add-On DM Extension)	
	Palefaced         - zdm3.bsp (Zaero - Quake II Add-On DM Extension)	
	Astray            - zdm4.bsp (Zaero - Quake II Add-On DM Extension)	
	Num: The Becoming - zdm5.bsp (Zaero - Quake II Add-On DM Extension)	
	The Decay of Num  - zdm6.bsp (Zaero - Quake II Add-On DM Extension)	

        Shield Control        - zdef1.bsp (Zaero - Quake II Add-On)	
	Mining Depot          - zdef2.bsp (Zaero - Quake II Add-On)
        Research Lab          - zdef3.bsp (Zaero - Quake II Add-On)
	Administration Center - zdef4.bsp (Zaero - Quake II Add-On)
        The Gateway           - ztomb1.bsp (Zaero - Quake II Add-On)
        Waste Combustion      - ztomb2.bsp (Zaero - Quake II Add-On)
	Energy Transformation - ztomb3.bsp (Zaero - Quake II Add-On)	
	The Gathering         - ztomb4.bsp (Zaero - Quake II Add-On)		

	Enter the Abyss   - start.bsp  (Abyss of Pandemonium - Quake TC)
	The Forgotten One - aop1m6.bsp (Abyss of Pandemonium - Quake TC)
	Heresy		  - aop2m1.bsp (Abyss of Pandemonium - Quake TC)
	The Absolution	  - aopdm1.bsp (Abyss of Pandemonium - Quake TC)


For more information about those maps and download locations visit my homepage at
http://www.informatik.uni-oldenburg.de/~mexx



* Play Information *

type of game: CTF / single (CTF skirmish against bots)

Settings                : CTF
Bot Support             : Bots are fully supported
Weapons 		: 2 Rocket Launcher, 1 Railgun, 2 Lightning Guns, 
			  2 Plasma Guns, 2 Grenade Launcher, 4 Shotguns
Powerups		: none
Holdable Items		: 2 Medkits
Armor			: 2 Red Armor, 2 Yellow Armor
Known Bugs              : None. But read General Information.


* Construction *

Base                    : CTF version of my FFA Q3 level "Devolved" (q3mexx1)
Editor used             : Q3Radiant
Brushes			: 5449
Entities		: 1101
Conversion time         : 5 days
Compile machine         : PIII 500, 128mb RAM, GeForce256.
Q3Map compile time	: approx. 6 hours (fullvis, light -extra)


* General Information *

This map is a CTF conversion of my first Q3A release "Devolved" (q3mexx1). Another version
of this map where I have included the teleporters from the original release is available
from my site http://www.informatik.uni-oldenburg.de/~mexx

That version (called q3mexxctf1b) sports faster gameplay as it's easier to escape from
the enemy base via the teleporters. I actually prefer that level.

Below an excerpt from the original FFA release text file that also applies to this map:

Clip brushes are used to seal off areas the player is not intended to enter. This is due 
both to gameplay and graphical reasons (as the Quake 3 engine does not draw the lower part
of the skybox completely, resulting in some graphic bugs). So do not try to rocketjump 
beyond the fence etc. - it is just not possible. Similar, you're not able to rocketjump on 
the roof of the buildings in the rocket launcher area. Those areas are sealed off. Some
players will probably complain that this limits the player's movements - but notice the 
map was just planned this way from the very beginning. Furthermore I share the following 
point of view:

"A key element in good game design is placing limits on where your players can go and how
they can get there."
                       - Paul Jaquays, designer, id Software

However, if you _REALLY TRY_, you will still be able to see the lower part of the skybox 
(and the appropriate graphic bug) in some areas. The same applies to spectator mode (you 
can see into distant areas through clipped away roofs). Unfortunately a clip-spectator-only 
brush in Q3A does not exist. I could have sealed this off, but the tradeoff 
gameplay limitation/speed performance/graphical improvement was not worth it.
You should not able to encounter those graphical effects in normal gameplay anyway.

Thanks for reading that far. Your feedback about this map will be appreciated.
Marcus Dromowicz



* Legal Stuff *

Copyright Notice: 

This level is (c) 2000 Marcus Dromowicz.

THIS LEVEL MAY NOT BE DISTRIBUTED FOR COMMERCIAL PURPOSES. 
IF YOU PAID IN ANY WAY TO GET THIS LEVEL, YOU ARE BEING RIPPED OFF
AND SO AM I - REPORT THIS TO Marcus.Dromowicz@Informatik.Uni-Oldenburg.de

This file or any derivative works thereof, may not be sold or redistributed for profit 
in any way without express written permission of the author. This includes, 
but is not limited to, mass archival as on a cd-rom and inclusion in commercially 
published compilations (books and/or magazines). 

You are free to copy this file for personal use, or to make it available for 
redistribution in its electronic format, provided that: 

(1) it remains wholly unedited and unmodified, 

(2) no fee or compensation is charged for copies of or access to this
    file, and

(3) this copyright notice and the following disclaimer remain attached.

Disclaimer: 
This file is provided by the author "as is", and any express or implied
warranties, including, but not limited to, the implied warranties of
merchantability and fitness for a particular purpose are disclaimed. In
absolutely no event shall the author be liable for any direct, indirect,
incidental, special, exemplary, or consequential damages (including, but
not limited to, procurement of substitute goods or services; loss of
use, data, or profits; or business interruption) however caused and on
any theory of liability, whether in contract, strict liability, or tort
(including negligence or otherwise) arising in any way out of the use of
the information herein contained, even if advised of the possibility of
such damage. 

Please respect my position as to not allowing distribution on a cd-rom
of any and all types. Certain companies tend to 'net scrape' and then profit 
from the work of others without obtaining
permission.

Copyright  ©2000 Marcus Dromowicz
All rights reserved. 
