QuadGod by David "Rize" Trammell

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Feel free to post reviews of this map on your review site.  Just drop me a 
line with the URL so I can read it.
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* LEVEL INFORMATION *
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TITLE                   : QuadGod
ZipFileNAME             : QuadGod.zip
Files                   : QuadGod.bsp, QuadGod.txt QuadGod.wad, 
                          QuadMe!.txt and QGinstall.txt
AUTHOR                  : David "Rize" Trammell
DATE                    : September 2, 1999
GAME                    : Half-Life
MOD                     : Team Fortress Classic
EMAIL ADDRESS           : Rize@gamedesign.net (Do not send files without my 
                          permission first. My box has limited space.)
 
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* LEVEL DESCRIPTION *
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Capture the Flag with a twist.

Only one capture point exists in the map. It is on the hill in the center. If 
the red or blue flag is captured, all players respawn in a new area and the 
capturing team gets 10 points. There is only one flag in the new area for both 
teams. Before it can be taken, the crystal in the enemy camp must be touched.
This turns of the lasers that kill your team giving them safe passage to the 
new flag. Take it to the capture point for 15 team points and 20 seconds of 
Quad Damage God mode (invincability) for the the guy who captured the flag (not
his whole team, just him).  All players are then respawned in the normal bases 
except the capturing player.  The guy that captured the alien flag stays on the 
hill putting him within striking distance of the enemy base.  Use those 20 
seconds of Quad and God wisely...  

Things you should know...

* If the red or blue flag is dropped it returns in 60 seconds.

* There is a grate with a sewagefall passing through it and two sets ofwooden 
  beams at the bottom of an old elevator shaft in each base that can be 
  destroyed by detpack.  Both must be detpacked from above NOT below.

* The grenade packs in the respawn rooms give you only 2 type 1 grenades and
  1 type 2 grenade.

* When either team captures the flag all players are respawned in a 
  new area and both flags are returned to their bases.

* The respawn room in the new area has class specific supplies.  Get the 
  supplies that correspond to your class number.  You might want to drop your 
  extra supplies for other classes since the packs take 15 seconds to come 
  back.  If you don't know how to do that, then just customize your controls 
  pick a button.  This button only gets rid of the ammo your class can't use...
  so there is no reason why you shouldn't do this.

* There is a green crystal in this area that can be activated once every 10
  seconds by either team.  Watch the floor!   

* The flag in the new area is protected by red and blue lasers.  The controls 
  for the lasers are the colored cystals outside the respawn rooms.  Deactivate 
  the crystal in the enemy base to open the path for your team to get the flag.  

* The alien flag only stays for 5 seconds when dropped.  

* When the alien flag is captured and all players respawn in the original area
  sentries and other things left behind will still be there and any grates that 
  were destroyed will remain broken. 

* All lasers are color coded.  Blue lasers deter the red team (by heavy damage 
  usually resulting in death) and allow the blue team safe passage while the red 
  lasers work for red team.

* Purple lasers kill scouts of any team.

* In software mode the color of the lasers were not displayed properly in 
  testing sometimes.  If you run in software mode, just remember that the 
  lasers that form an X are purple scout killers, the lasers right by the 
  entrance to the flag room kill attackers and the lasers right 
  above the flag stop the defending team from following the attackers.

* The lasers for each team can be toggled on and off by activating the computer 
  in the teams basement.

* Finally, remember that the capture point on the hill is the ONLY capture point.
  All flags must be brought here for scoring.

Scoring:

* 10 points for the normal flag.

* 15 points for the alien flag.

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TEAMS        : Blue and Red.  Standard fare.
Players      : 10-20 give or take a few. 

New Textures : 2 valve textures redone in different color schemes.
               
               1 texture originally named magma made by Parley Hatch.  I 
               converted it from Quake2 format to Half-Life and renamed it 
               !lava.  

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* CONSTRUCTION *
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Map Base     : Scratch.

Prefabs      : None.  (Couldn't find any prefab pipes ;) 

Editor       : WorldCraft 2.1 (don't be fooled it is much better than 2.0)

Build Time   : About a month and a half worth of serious editing and testing.

Other tools  : Zoner's Half-Life compile tools V1.0 [thx to Zoner]

             : Wally (free!) and PaintShopPro5 (not free) to alter a few 
               of Valve's textures for color.  

             : Pak Explorer, MdlView2 and SprView for viewing the various 
               contents of the .PAK files.

             : Strip empty for pushing back that damn *entity text too long*
               error. [Thx Lobotomy Boy]

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Compiler     : PIII 450 mhz. 
               256 megs of RAM.
               Windows using the WC expert compiler.

HLCSG  time    : 78   seconds
HLBSP  time    : 33   seconds 
HLVIS  time    : 124  seconds   (full VIS)
HLRAD  time    : 3027 seconds!! (-bounce 7 -chop 64 -smooth 60)

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* OTHER LEVELS BY THE AUTHOR *
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This is my first official release...although I have a Single Player set I've 
been working on.  

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* CREDITS *
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(In no particular order.)

AUTOLYCUS    : For keeping up a great site with tons of great info that could 
               get even the most dense newbie started.
               (http://halflife.gamedesign.net)

NAVYFIGHTER  : For answering a million questions a day at the GameDesign.net 
               forums (including a few of mine).  Also, for *trying* to help 
               with the laser setup around the alien flag.  Check out his
               for site great site info_design (info.gamedesign.net).

Zoner        : For the compile tools.  

Lobotomy Boy : For strip empty and for actually fixing the laser setup for the 
               alien flag...and soon, for FRA!

Parley Hatch : For the magma/!lava texture.  Looks great.

ALSO         : The creators of Wally and all the other great programs listed 
               above, you know who you are.  

Beta Testers : Casserole, Flint_Man, Ace, Cassabier, Echo0 and everyone else
               that I didn't mention...I must have forgotten someone.  Also 
               Dyne and his friend at the DOE (halflife.lowlife.com) and 
               The Sureal Beta Testers (www.planethalflife.com/sureal)

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Revision     : This is so people will know what kind of work it takes to make a 
History        good map (provided that my beta testers are right when they tell
               me this map is good :)

QuadBeta     : First beta release (thought it was a possible final release at 
               the time).  Encountered a severe problem with the entity setup
               involving the lasers reseting properly...

QdBeta2      : Minor graphical improvements to the canyon area in the middle.
               Added the "ramp room" (It was just a few ladders before). 
               Permanently closed the elevator doors on the first floor. 
               Attempted to fix the entity setup on my own...failed :)
 
QdBeta3      : Attempted to fix it again...failed again... DOH!

QdBeta4      : Finally fixed the entities with the help of Lobotomy boy.  Made
               severe graphical improvements to the canyon areas and the red 
               and blue bases.  Made r_speed optimizations.

QdBeta5      : Added the ability to build sentries on all the pipes and fixed a
               bug with the respawning of players.  Also just barely realized 
               that the current setup was giving all players QuadGod power 
               when the flag was capped, not just the AP.  Fixed.

QdBeta6      : Made minor adjustments while waiting for the Sureal Beta testers 
               to get back to me.  Not released anywhere.

QuadGod      : The final version...basically beta 6 with a new name and a full
               compile.

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If any one has any TFC editing question go to one of these great sites:

http://forums.gamedesign.net
http://halflife.gamedesign.net
http://info.gamedesign.net
http://www.gamedesign.net


Also, for you all your Single Player ONLY reviewing needs, go to 

http://3dmr.gamedesign.net


If you need to ask me any questions feel free to e-mail: 

Rize@gamedesign.net

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* COPYRIGHT / PERMISSIONS *
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Authors may NOT use this level as a base to build additional levels.

You MUST NOT distribute this level UNLESS you INCLUDE THIS FILE WITH
NO MODIFICATIONS. All of the other files in QuadGod.zip must also be included.
If you don't co-operate, then DON'T DISTRIBUTE IT IN ANY FORM.  

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

Half-Life (C) 1998-99 Sierra On-line and Valve L.L.C. All rights reserved.
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