*** this map is designed for The Weapons Factory mod for Quake 2***
        http://www.captured.com/weaponsfactory/ 4/18/99
================================================================
Title                   : Gothic WF   File name: goth_wf.bsp
Author                  : Whammy
Email Address           : whammy@idworld.net
Description             : New design featuring a 10th century mansion motif.
Where to get it         : http://www.txdirect.net/users/whammy/goth_wf.zip
================================================================
* Play Information *

Single Player           : No
Cooperative             : No
Deathmatch              : No
Weapons Factory         : Yes, version 4.1 or higher. best for 10-32 players
Difficulty Settings     : No
New Sounds              : No
New Graphics            : YES
New Music               : No
Demos Replaced          : None
===================================================================
* Construction *

Base                    : New Design
Editor(s) used          : Qoole 2.5 / Arghrad 2.1
Known Bugs              : None           
Build Time              : 3 weeks off/on
Compile Time            : 10 minutes (Celeron 300A/450mhz)
=================================================================
*Details*

A medium size level featuring rich texturing and careful attention to
lighting. The level was inspired by the architecture you might find in
a 10th century mansion. Your team is the Lord of the house and it's your
job to conquer the rival Lords.

A list of features include:

* A central 'grand hall' with high ceilings and opposing balconies. This is
also a choke area (though not a tight one).

* A team colored 'lobby' with elevated walkways. Perfect for sentries. There
is also ammo available in this room. You must pass thru this room to gain
access to the flag room.

* A highly decorated flag room. It makes you want to defend it. The flag room
has two teleporters in and two back to ammo room. This allows quick re-arms
for the defenders. There are two entrances to the flag room which have limited
visibility.

* 4 spawn areas which interconnect. If one area is out of goodies, go to the
next one over.

* Wide hallways with no obstructions.

* Lots of armor.

* A central teleport podium which allows you to choose where you want to start
after a respawn (as long as its in your base). This avoids the 'spawn
farthest' game setting which is annoying when the action gets hot and you're
on the wrong side of the level. You can teleport to the flag room, lobby, or
balcony from here.

* Teleporters are labeled.

* You can only re-enter the ammo rooms from the flag room. This prevents
advancing the flag thru the use of teleporters. It also makes the flag room
a popular place.

* If you need a quick ammo/armor/health fix, no problem. There are team
ammo packs scattered about in key areas.

* The level is software-render mode friendly. Most areas have r_speeds below
300. Only a few very limited spots exceed this with the highest being around
450.


Some Anti-Lamer(tm) Technology features:

* The armor in the spawn rooms is in individual compartments. This prevents
armor pigs from running down a line of armor, taking every piece from his
team for no reason. If he wants armor in mass quantity, he'll have to work
a little harder for it.

* Spawn room teleports are one-way (except in flag room). This prevents
reverse spawn-camping where a lamer opens the spawn room door, fires two
shots, then runs back in to hide and to grap another full load of armor
and ammo. In this level, when you leave the spawn room, you had best be
ready to fight since there is no turning back.

* The teleports destinations are in high visibility areas, and there are 5
teleporter exits from the spawn rooms. This is to make spawn camping/mining
more difficult.

========================================

