April 2th, 1998
================================================================
Title                   : Training map2 for CTF - tenatively titled The Loading Dock (final beta release 8)
Filename                : aafin8.bsp
Original Author         : Jose "Nails [D!]" Pires
Email Address           : pires95@medcor.mcgill.ca / or month of Feb -> Mar 8th 98 =
				jpires@lino.com
Description             : Industrial Fortress and Modern space-loading docks.
			 Training map for Newbies to CTF in general and Defence specifically.
			 But also a blast to play ctf on!
Additional Credits to   : Bsp, iD, and The Guard Guild for inspiration!
			(http://www.captured.com/guard.html)
			The Prefab Park ( and specifically EutecTic (jfgrol@cam.org)) for the "q2hatch prefab"/
			"switches", and Azherad? for the bridges
Texture Credits         : Thanks to the following for the credits: 1) ID 2) Zoid for
			the 2 CTF textures and a great game in general 3) Bsp, that showed me there really was
			an alternative to Worldcraft 1.5b if you only stick with it.
Previous Maps		: Quake(1) CTF Training map (siege38.bsp) - Available through the guard guild (address 
			above)
================================================================

* Play Information *

Single Player           : Yes (single start for testing purposes only)
Cooperative             : No
Deathmatch              : Yes (19 DM starts)
Capture the Flag:       : Yes (12 CTF starts for each team)
Difficulty Settings     : No
New Sounds              : No
New Graphics            : Yes; credits above
New Music               : No
CD Track                : 1
Demos Replaced          : None

* Construction *

Base                    : Original - My first (near) completed map for q2
Editor(s) used          : Bsp 0.93b
Known Bugs              : Yes; (my first q2 map and a beta remember?)
			- see whats new for more recent additions
			1) Entities are not fully placed...
			2) Some textures (the 3 ctf ones) may appear as pink checkerboard... 
			... will release textures with final release (now done) so this doesn't occur
			make sure you extract the /ctf textures to the quake2/baseq2/textures/ctf 
			directory; create as necessary.
			3) 1 Area portal in red base not loading well gives hall of mirrors
			effect. Will incorporate in further releases
					
Build Time              : Hmm, well in 4-7 hour marathon spurts from Feb 26th -> March 23rd
				
Compile machine         : P120 w/ 48MB Ram (nearly 11 hours)
QBSP Time               :  secs 
Q3Rad -bounce 4?        : 25386 secs 
Q3VIS (full) Time       : 22260 secs 
 

* Level Information *
The Loading Docks (CTF Training Map 2)
===================================

The levels are set up in an underground base / distillery / construction centre, symetrical for better
playability. They have multiple egresses, some with a special twist that incorporates the
Defensive player as an effective member of offense.

The goal behind the layout is to provide abase types to practice and have fun with. Training sessions 
are designed into the map, allowing attacker/defender setup & practice, easy way points & position communication, 
and heavy assault vs. sneak attack attempts. This allows for good tactics to be practiced for assault
 as well as defense.
** NOTE ** 
This map was inspired as a place for newbies to learn basic CTF skills as well as team 
based skills. I *know* the map is probably biases towards the defender because it is SUPPOSED to be. I have set up
the map for defenders to take an active role in both attacking and defending their bases, and team communication
is the only way to evolve an effective / smooth offense. This should make it interesting enough that the "base assault"
can have as much fun learning to co-ordinate attacks and communicate effectively as it will be to defend the base as the
focus of the level. ( Am I repeating myself? ;) ) 

The map contains the following:
Shortcut attack routes that need a player in home base to co-ordinate attacks by opening doors distantly.
2 Man co-ordinating Teleporters that need 2 players (one defender) to allow quick access to the quad /
or enemy base
A quad that will eventually need a defender to open the "hatch" to get it to attack...currently the
open buttons are based on the ledge above the quad room so attackers can get the quad alone... buttons 
will be moved to flag rooms once they are built.
Great sniper positions
Reasonable r_speeds for great multiplayer play.
Easily identifiable rooms for communication (Centre / quad room / "castle" / Crane room etc)
Multiple level mosh pit in the centre (ooh boy, this should be a good one)
Defender activated "crane traps" to squish those raiders dead
To add,
Complete the "security rooms" where the teleporters are further (add the stairs to flag rooms / comuters etc)

   2 Quick points to mention:

1) Thanks to all that vounteered... I have finished 90% of all building "blocks", textures, lifts etc
2) Thanks to all for their patience in advance! This one will definately be made faster than the previous
Comments / criticisms (?praise *hah*) Can be e-mailed to me or posted on the message board at the 
guard guild for disscussion

* Copyright / Permissions *
 ** ALPHA / BETA TEST VERSION ONLY ** 
 ** FOR BETA TESTERS USE ONLY **

Authors MAY NOT use this level as a base to build additional
levels. I am too embarrased about the early quality of the work. Please contact me for a later version
if you still wish to use this level.

This BSP MAY NOT be distributed over the Internet, Data storage and/or BBS systems.
You are NOT authorized to put this BSP on any CD or distribute it in
any way without my permission. It is also not acceptable to charge for this map in any way
or charge for distribution of this map. This includes CD-ROM
collections of all kinds.

I Would like to keep the dissemination of this level on a short list until the final version
gets out. Please respect my wishes. If a friend wishes to see a copy, please e-mail for permission.
I will widely disseminate this map once the early alpha versions are fixed.




