**** This map designed for the TeamFortress v2.7 quakeC mod ****
5/5/98

================================================================
Title                   : The Canal Zone version 2
Filename                : canalzon.zip
Author                  : David Sawyer (Ramirez)
Email Address           : sawyer@radix.net
Description             : TeamFortress v2.7 Quake Map

               Check out the TeamFortress homepage at:
              http://www.planetquake.com/teamfortress
================================================================
* Play Information *
This map does not work properly without the TeamFortress v2.7 QuakeC patch, which can be downloaded from http://www.planetquake.com/teamfortress
or from ftp.cdrom.com

Single Player           : No
Cooperative             : No
Deathmatch              : No
TeamFortress            : Yes
Difficulty Settings     : No
New Sounds              : No
New Graphics            : No
New Music               : No
Demos Replaced          : None

* Construction *
Editor(s) used          : Worldcraft, EntEd
Known Bugs              : NONE
Build Time              : Too damn long. *8-) 3-4 weeks of intensive work
			  spread out over several months. Now that I have
			  the hang of things, my next levels should go much
			  faster.  Compile time of roughly 2.5 hours on a
			  P200 w/128 meg of RAM. (borrowed computer, heh)
Thanks to               - id software of course for Quake
			- all of the Team Fortress guys for a great patch
			- most especially Robin of TF for his tons of help
			  with learning the TF entities and getting them
			  working properly
			- Vortex and Clan Gothic Terror for helping me test 			  this map on their QW server.
			- Clan Phantasm for the idea for the intermission 			  scene. Heh.
			- Regi for letting me use his office computers for
			  compiling and testing.
			- Matt Armstrong for general brainstorming and
			  various good ideas. *8-)
			- Apologies if I missed anyone.

General overview:
This is a two-team Team Fortress map using an entirely new scoring system that I call my Command Point System. Scoring is based on the idea of territorial control of a level, centered around a number of command points spread throughout the map.  Control of a command point signifies general control of the surrounding area of the map. There are eight command points in the Canal Zone, and the scoring works like this:
	- Each command point can only be controlled by one team at a time.
	- Once a team takes control of a command point, that team gets 1 	  point for every 30 seconds they remain in control.
	- To take control of a command point, someone must take one of the 	  four command markers (they look like keys) from their own base,
	  and take it to the command point they want to control. While 	  carrying a command marker, the player runs at half speed and glows. 	  The half speed feature is intended to make it very difficult for 	  lone runners to just dash in and claim a command point by simply 	  dodging the defense.
	- As soon as a command marker touches a command point, the command 	  point is under control of whichever team just claimed it. An 	  appropriately colored key appears above the command point to show 	  who is in control. The command marker is taken from the carrying 	  player and reappears back at base for further use.
	- In addition to getting points for owning a command point, most 	  command points also have ammo packs and healing pads nearby which 	  become accessible to the controlling team.
	- Control of all of a team's command points can be broken at once
	  by setting a detpack in the control room of their base.

Other nifty features:

MAP:
That funny looking thing on the wall of each base with blue, red, and white spots is a fairly general map of the level. Since there's no real detail, it's no good for navigation. It's there so that teams can see who is control of which command points without having to scout the whole level. As soon as a team captures a command point, the 30 second score timer is activated. 30 seconds after a command point is taken, the corresponding white dot (representing a command point) on the map changes color to show who owns it. I didn't originally intend the 30-second delay, but I don't think it really hurts things at all, and I've actually decided I kinda like it.  There are two spots on this level where detpacks can be used to create an alternate path to a command point.
SPIES:
A spy can open ALL the doors in the enemy base by touching the enemy Command Center map.  He CAN NOT open the doors directly.  The spy can activate the doors once every 10 seconds.  There are no alarms, and no warning buzzers.  If your doors open for no reason, that's your only alarm.
DETPACK REMOVER:
You can not take a detpack into your own Command Center.  It will be removed so you won't accidently destroy your own center.  If you are a demoman and you go in, don't forget to go pick up a new detpack after you leave.

COMMAND POINT NAMES:
All of the command points have names.  If you touch one, it will tell you which CP you are standing on.  The names are:

	1. Blue Warehouse
	2. Arch Room
	3. Library
	4. Small Warehouse
	5. Fountain
	6. Balcony
	7. Boathouse
	8. Red Warehouse


The Endgame:

If your team manages to capture all eight command points, the Endgame Sequence begins.  Your team will have 3 minutes to capture the enemy Base by taking a Command Marker to the scoring pad in the enemy Command Center.  During these 3 minutes, the doors to the enemy base will open once every 10 seconds.  If you succeed, your team wins the game and recieves a 50 point bonus.  If not, you lose all Command Points and the enemy team gets 50 points.

REVISION HISTORY

7/1/97	Initial Release:  The Canal Zone

5/5/98  Version 2 Released.  Endgame added.  Names added to CPs.  HWguy armor 	added.  Spy doors added.  Many, Many other things added or improved.
