*** this map is designed for The Weapons Factory mod for Quake 2***
	http://www.captured.com/weaponsfactory/ 12/24/98
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Title                   : Octagon
File name               : octagon.bsp
Author                  : Kumkwat
Email Address           : kdow@home.com
Description             : 2 forts separated by a wall                          
Where to get it         : http://www.captured.com/wfd/maps.html
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* Play Information *

Single Player           : No
Cooperative             : No
Deathmatch		: No
Weapons Factory         : Yes, version 3.0 or higher. Suggested 8-16 players
Difficulty Settings     : No
New Sounds              : No
New Graphics            : No
New Music               : No
Demos Replaced          : None
===================================================================
* Construction *

Editor(s) used          : Qeradiant
Known Bugs              : a recon can sometimes look down at edge of map and see into rooms           
Build Time              : 2 months
=================================================================
*Details*

Two octagon shaped forts separated by a high wall with two towers.  The bases are made to be tough to defend, but as there is only one way to each base (over the towers/wall) a strong midgame should develop.  If a team can take and hold the middleground they should be able to cap at will.

Kumkwat Speaks:

Well here it is, my first map, hopefully not the last.  If I do more maps, I figure on putting down some miscelanous thoughts together, so you fellow wf'ers can get a feel for what I was trying to do.  I, of course, welcome any and all suggestions.

A disturbing trend I've seen lately, (especially on Deepwell) is that when playing pickup games on large servers it can get next to impossible to sniff the flag, much less cap it.  Having to wade through engineer's sentries, gunners, snipers, and defending marines is just about impossible without a coodinated offense (especially on the 2forts).  Getting coodination in a pickup game was an excersise in futility.

So insead of bitching about it, I decided to make a map where strong midfield play would determine the winners.  After spending a couple of weeks learning Qeradiant & doodling ideas, I decided that what I wanted was two towers connected by a wall.  The only way for a player to make it over the wall is to enter one tower, climb the ramps to the top, and then either decend through the other tower or jump off the top.

I also made three entrances to the bases so that the defenders would have a tough time just sitting in the flag room defending.

Hopefully this will lead to wild midplaying field battles as the two teams attempt to control the towers and wall.  If one team compleatly dominates the towers, then they should be able to cap at will.

Anyways, as a learning experiance, this map served its purpose.  It taught me the basics and gave me new ideas to put in my next map.  As long as each is better than the last, I will be happy.

Enjoy! Kumkwat http://members.home.net/kdow/
========================================

Copyright and Legal Notices===========================

This map is property of Kevin (Kumkwat) Dow

Permission is granted to distribute in a public forum as long
as this text file is always distributed with it.

All other rights withheld, in particular:
- You cannot reverse engineer, alter, modify or in any ways change
the *.bsp or  text file and then redistribute it without express permission from the owner (Kevin Dow).

