**** This map designed for the TeamFortress Classic Half-Life mod ****

================================================================
Title                   : Ground Zero
Filename                : ground0.zip
Author                  : Cycloid
Email Address           : me@cycloid.force9.co.uk
Version                 : 0.95
Description             : TeamFortress Classic Half-Life Map
                        : 2 Teams, "One-sided extended CTF"
================================================================
* Play Information *

Single Player           : No
Cooperative             : No
Deathmatch              : No
TeamFortress Classic    : Yes,  ~6-10 players per team
Difficulty Settings     : No
New Sounds              : No
New Graphics            : No
New Music               : No
Demos Replaced          : None
================================================================
* Construction *

Editor(s) used          : Worldcraft 2.1
Compiled with           : q2BeaVeR & Zoner's Half Life Tools
Known Bugs              : none
Base                    : none
Construction Time       : 1 month inc testing
Build Computer          : PII400 128MB
HLCSG                   :   42 sec.
HLBSP2                  :   41 sec.
HLVIS                   : 1874 sec.
HLRAD                   : 3221 sec.
================================================================

1999/10/13 V1.01

 - this really is the final version !!!!!!!!

 - fixed a wad problem

================================================================
* Files included in this archive *

ground0.bsp             : Map file.
ground0.txt             : Map briefing text.
ground0_readme.txt      : U R Here
gz.map                  : The map i used to work out the entities. Use 'em if you like
                          (some are allready recycled from cz2 and rock ;) they're not
                          100% perfect cos i tweaked em once i transplanted em into the real deal.
================================================================      
* Plot *

Intelligence Reports show that the enemy have taken control
of an abandoned Nuclear Fusion test facility in the deserts
of the south east. To prevent them from continuing our research
we have decided the site must be destroyed. The facility is
located underground beneath some heavy rock formations so an
air strike will be innefective. Your task, therefore, is to
infiltrate the facility and destroy the reactor core. To
gain access to the core you must first collect the keycard
from the  office on the top level (level A) and take it to
the base of the reactor at level D. There you may use the
keycard to operate the airlock. Giving a Demolition Man
access to the core, where he can lay a Detpack and destroy
the core, destroying the base and everyone in it. You will
meet with heavy resistance.

* Which means... *

Red team objectives:
 - Gain the keycard
 - Take to the control booth on level D ( 5 frags )
 - Use the airlock to gain the core (also level D)
 - Detpack the core ( 5 frags, 5 team points )
 
Blue Objectives:
 - Prevent Red from reaching their objectives
 - Kill the keycard carrier ( 2 team points )
================================================================
* Stuff *

It was an idea i had ages ago, but i've been learning the craft
of level construcion first. this is my first TFC effort. enjoy.
================================================================
* Installation *

Extract ground0.bsp and ground0.txt file into your halflife\TFC\maps directory. 
================================================================
* Greets *

Clan TR , you know who you are.
Wavelength and the HLERC.
Revolver (thanks for the Cargo container prefabs)
Pakman
Kamikaze
Radium, keep up the good work ( grovel grovel slime slime ;)
================================================================
* Copyright / Permissions *

Authors MAY / MAY NOT use this level as a base to build additional levels.
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.
================================================================
* Version Info *

1999/10/01 V0.96  (entity update only)

- no personal frags anymore 

- keycard 'hangs around' for 30 seconds now

- demomen etc. only have 1 mirv / grenade now

- some entity cleaning

1999/07/20 V0.95

- Due to a stupid mistake on my part the blue team couldn't score 
  any points .. Doh!
  
- Embedded a couple more signs in the walls

- Sorted out the event messages

- some dodgy brushe in the cavey/waterry/rocky bit

1999/07/16 V 0.9

- Added more signs and embedded most in the walls - 2fort style.
  More consistent signage generally.
  
- Lighting brushes now consistent ( *only* 5 light types now )

- Core entities sorted, there's now a 'Radiation Death' brush
  which kicks in at the end of the airlock sequence. To stop
  people getting stuck in the core (accidentally or no).
  
- Added class-specific respawn points. This means that no class
  spawns with more than 2 grenades of each type... Which means there're
  >40 spawn points for each team!! ( >= 4 for each class )

- Moved the cargo containers around a bit.

- Added a ladder to the SW pillar of the loading bay
  Added clip brushes to ladders to make them a smoother ride

- Adjusted the water brushes. And fiddled with some
  of the rock formations.

- placed func_nobuild brushes over respawn points

- tidied up the truck and stuck a gate in front of it.

- Tidied up the SE stairwell

1999/07/06 V 0.81  (changes since 0.8 !)

- The Signs to the Control Booth and Airlock were
  practically impossible to see, added spotlights.
  
- Top of red staircase was Pitch black, upped the
  light a bit.
  
- Slapped a cargo container into the loading bay.

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