This map is designed for The Weapons Factory mod for Quake 2	
http://www.captured.com/weaponsfactory/
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Title                   : TurtleView
First Released          : Oct. 06 /98
Author                  : Genghis
Email Address           : kjanke@interchange.ubc.ca     (comments accepted)
Description             : 1st release of TurtleView map
Map History             : 3rd map ever made
Previous                : Blocks, ShortView               
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Play Information
Single Player           : No
Cooperative             : No
Deathmatch		: No
Weapons Factory         : Yes, 3.x
Difficulty Settings     : No
New Sounds              : No
New Graphics            : No
New Music               : No
Demos Replaced          : None
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Construction
Base                    : New
Editor(s) used          : BSP
Known Bugs              : Some Edges not aligned
Build Time              : About 25 hrs total build time
Compile Time            : About 2.0 hrs
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Details
	Why TurtleView?  Well I thought I'd continue the use of "View" in the title of my maps.  The turtle comes from the protected nature of the flag.  Its harder to get to, but once there (out of its shell) the flag is easily returned (more or less).  A top down view of the flag room also reminded me of a turtle. :) 
	  There are four entrances into the flag room, which contains a secret!!! (I better at least tell you this or people may never find it)  It makes for an easy opening to another part of the level, but requires 2 people to function... (you'll understand).  Two of the four exits lead to the lower confrontation area, which in effect is only a one way street, (unless you want to take a ~30hp hit using enemy lifts).  This forces attackers to more or less attack trhough the top and escape through the bottom.
	The other two exits lead upstairs to the respawn rooms (none downstairs to promote top attack), and to the main hall.  (Again a conscious effort was made to use Gl lighting in a cool way).  The token use of Gl in the downstairs hall is something I may remove, but I love the look in the two big elevator rooms, the pool room and in the hall of both bases.
	I also moved to a shorter space between "forts" and made them more of a cave feel: poorly lit and the bottom one has water and stalagmites/tites.  Overall I am fairly pleased...



This map is mine, meaning I have the .map :)  Please include this .txt
file (unedited) with any distributed copy.  This map is M.I.C.