Frobozz's 4Forts v1.2 (ClanBash version)

**** This map designed for the TeamFortress Classic Half-Life mod ****
August 19, 1999
================================================================
Title                   : Frobozz's 4Forts
Filename                : bozz_4f.zip(bozz_4f.bsp, bozz_4f.txt, bozz_4f_info.txt)
Author                  : Bryan Schuler(Frobozz)
Email Address           : frobozz@perceptionet.com
Description             : TeamFortress Classic CTF (Collect the Flags, that is) map
Thanks To		: oni, my TFC playing Grrlfriend :)
			: Handy Vandal's Almanac, for their AWESOME HL entity references
				and links to EVERYWHERE mapmaking related.
			: And of course, Valve and the TFC crew.  Thanks for getting my
				email about the green scoring bug.  Without your patch,
				this map just couldn't work.

Number of Teams		: 4
Recommended # of Players: 12-32

================================================================
New Textures		: none
New Sounds		: none
Editor used		: Worldcraft 2.1
================================================================


INSTALL INFORMATION:

It is designed to unzip to the correct directories if you unzip into the Half-Life directory.
bozz_4f.bsp, bozz_4f.txt, and bozz_4f_info.txt all go in Half-life/tfc/maps/

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

PLAY INFORMATION:

This is a 4Fort.  Each team must breach the defences of the other three bases, get to 
the flag chamber and steal any and all flags found there.  Then, scoring by taking 
the flags back to their own base and capturing them in their own flag chamber. 

The lights in the central hub next to each wing indicate which flags are in that base. 

Team gets 2 points every 15 seconds an enemy flag is held / per enemy flag.
No points are given for retaining your own colored flag.
Team gets 25 points for capturing all 4 flags.

Flag carriers cannot enter spawn / resupply rooms and will be killed by the laser beam 
for the attempt.  

The forts only have one main enterance plus sniper deck for enterance.  With players 
spread out over 4 teams, this shouldn't chokepoint things too much considering most 
of the time, games will have only 3 to 5 players per team.
================================================================
NEW IN THIS REVISION:
Removed transparency FX on colored columns
Changed func_walls in flag chambers to world brushes.
Removed flicker FX in flag chamber.  

Maybe this will speed up games with large numbers of players. 


REV 1.1 CHANGES:
Had to cut down on the number of models in the map.  The map had about 391 out of a total
possible of 400; but the way Valve programmed their stupid game engine, there are only 
400 or so TOTAL models the client can handle.  Thus, load the map with a few PLAYER and
WEAPON models, and it crashes...

It would have been smarter to have put a limit of 400 on the map, but reserved something
like 450 for the client... anyways;

This "upgraded" version of the map simply has less in-map models.  I removed some windows,
some railings, and some ammo packs to bring the total from 391 down to 361.  This "should"
keep the clients from crashing even in large games.  If not, there will be another point
release and there won't be any windows in the re-spawn rooms anymore...

Sorry about the inconvience, seems like everyone missed this one.  It was only picked up
when it was finally played on servers with a LOT of people (greater than 4...)

 
FUTURE MODS:

Perhaps discover new ways to cut the r_speeds down.  They're a tad bit on the high side 
in some places for my taste.  
================================================================
DEDICATIONS:

This map is dedicated to my girlfriend oni, who gave me the ideas and inspiration to get 
it done.  Without her input it would never have been a reality.  This was originally her
map idea but I kinda took the project over, *blush* oops!  Maybe someday soon, I'll teach 
oni everything about WorldCraft and we'll see a map by her with my name in the Dedications 
section :)


>>>COPYRIGHT INFORMATION<<<

Frobozz's 4Forts is copyright 1999 Bryan Schuler.

You MUST NOT distribute this level UNLESS you INCLUDE THIS FILE WITH
NO MODIFICATIONS!

Authors MAY NOT use this level as a base to build additional levels unless they contact me first and get permission. 

This BSP may be distributed ONLY over the Internet and/or BBS systems.  
You are NOT authorized to put this BSP on any CD or distribute it in any way without my permission.

================================================================
A NOTE FROM ONI:

A lot of work went into the creation of this map, and many many hours of headache and
frustration for both me and Frobozz.  When we found out about the green score bug, we
thought that 4forts was doomed, which deppressed us much.  In addition, this map had 391 
(now 361!) out of 400 entity models.  

Frobozz really wanted to make 8 score boards to keep track of all the flags, but in the end, 
we had to settle for one. The reason for this is that each score board adds 16 entity 
models, and all the rest are used for the map's scoring system (4 flags and 4 teams to 
capture them, with 4 sets of ammo packs, armor, medkits, respawns, and 4 sets of lasers in 
each fort is ALOT of entity models).  

While he did most of the work on the map, I had to put up with his bitching, moaning, and 
lack of roleplaying.  I was the one who had to give him backrubs after hours in front of 
WorldCraft, and I was the one who had to sit and watch TV, and play with my pikachu 
virtual pet *sob*, when I could have been doing better things, like receiveing flowers, 
getting taken out to eat at a nice resturaunt, or at the very LEAST gotten on the computer
and blown people up in TFC.

In conclusion, you BETTER have a good time playing on this map, or I'm going to come and 
blow up your dog with a BIG mirv!!!
(Read: cluster bomb!) 

Have fun in the happy hunting grounds!