*** This map is designed for The Weapons Factory mod for Quake 2. ***
	http://www.captured.com/weaponsfactory/  (02/01/1999)
==========================================================================
Title                   : Shoots and Ladders  v2.0  (shlad2wf.bsp)
Author                  : Strag
Email Address           : vannatta@cis.ohio-state.edu
Description             : Unique style of play (there's only one flag
			  base -- see below for details); for WF v4.0+.
Where to get it         : http://www.cis.ohio-state.edu/~vannatta/shoots

Important!		: BE SURE TO UNZIP THIS ARCHIVE INTO YOUR 
			  \quake2\wf DIRECTORY!  An environment map called
			  SNOW2 by stecki (stecki@frag.com and/or
			  http://www.frag.com/deconstruct/) is included in
			  the zip along with the map, and the directory
			  structure within the zip is such that all files
			  will be placed in their respective subdirectories
			  AS LONG AS YOU UNZIP INTO \quake2\wf.

Special Thanks		: Gid (grecni@ohiou.edu) (and Moose!) for hosting
			  this map on his server, playtesting, and
			  overall shiznit.
==========================================================================
* Play Information *

Single Player           : No
Cooperative             : No
Deathmatch		: No
Weapons Factory         : Yes -- WF v4.0+, intended for 10-20 players
Difficulty Settings     : No
New Sounds              : No
New Graphics            : No
New Music               : No
Demos Replaced          : None
==========================================================================
* Construction *

Base                    : built from scratch
Editor(s) used          : Worldcraft v1.6a (registered)
Known Bugs              : info_positions aren't 100% accurate         
Build Time              : eons
Compile Time            : eons / 2
==========================================================================
* Installation and Map Construction Details *

BE SURE TO UNZIP THIS ARCHIVE INTO YOUR \quake2\wf DIRECTORY!  An
environment map is included in the zip along with the map, and the
directory structure within the zip is such that all files will be placed
in their respective subdirectories AS LONG AS YOU UNZIP INTO \quake2\wf.

"Shoots and Ladders" was constructed using Worldcraft v1.6a (registered)
under WindowsNT v4.0 (service pack #3) on a Pentium 120Mhz computer
w/96Mb EDO DRAM.  With such a large map (about 3750 brushes) and such a
slow system, I HAD to utilize visgroups in order to maintain my sanity.
This map is designed for Q2WF v4.0+ only.

Visit http://www.cis.ohio-state.edu/~vannatta/shoots for updates and
other information.
==========================================================================
* Gameplay *

"Simply" capture the enemy's flag and return it to the cap point in your
team's base.  Just good old fashioned WF, right?  Wrong...

The map contains one large flag base and two smaller team bases.  The
conflict is waged between the American team and the Russian team, with each
team starting in its respective base.  BOTH flags are located side by side
in ONE room deep inside the flag base.  Note that ANY areas outside of the
team bases are considered "neutral" territory.  Teams must penetrate the
flag base, capture the enemy's flag, and return it to the cap point in
their respective base.  The twist is since there's only one flag base,
BOTH teams will be vying for control of the SAME base in an attempt to
maximize scoring.

Access to team bases is restricted by team-specific doors EXCEPT at the
exterior ground entrance to each base.  So one possible strategy might
be for one team to capture and hold the enemy team's base, thus denying
caps.

Within each team base are resupply/respawn rooms accessible only by team-
specific teleporters, and within the flag base are resupply rooms accessible
by either team via teleporter.  Also within the flag base is an interbase 
teleporter room.  Forcefields in each team base block access to the 
interbase teleporter entrances.  A button outside the flag room controls
these forcefields; when the forcefields are deactivated, teams have quick
access to the flag base via the teleporters located on the upper level of
their bases (note that the red light on the teleporter bases means the force-
fields are on, and the green light means they're off).  Once the force=
fields control button is pushed, it will not reset for 30 seconds.  

A long access tunnel connects the team bases to the basement of the flag
base.  A button-controlled door regulates access into the flag base from
the access tunnel (the button is located next to the computer on the middle
tier of the triple tiered main entrance area - use "say_team: %l" to figure
out where you are in the map).  When the light above the control button is
red, the door is closed; when the light is green, the door is open.  There
are also indicator lights on the wall in the flag base near the access door
to indicate the door's status.

You can explore the rest of the map to learn other details, but the 
instructions above should explain any potentially confusing issues.  Please
let me know what you think (vannatta@cis.ohio-state.edu).  If you have any
other questions or problems, feel free to e-mail.  Have fun.

Thanks for playing Shoots and Ladders! 

- Strag
==========================================================================
* Copyright and Legal Notices *

This text file is part of SHLAD2WF.ZIP and accompanies SHLAD2WF.BSP
("Shoots and Ladders  v2.0" for Quake2 Weapons Factory) by Strag
(vannatta@cis.ohio-state.edu).  Permission is granted to distribute the
zip file and/or the bsp file in a public forum as long as this text file 
is always distributed with it.

You may not alter and/or redistribute this map in any way, shape, or
form without explicit permission from the author.  You may NOT receive any
form of compensation for this map.  THIS MAP IS FREE AND SHALL REMAIN
FREE.
