   2Tech4 official page: www.planetfortress.com/someone/2tech/
                  TeamFortress v2.6 Quake Map
First 11/24/97, New Ent 9/15/98

======================= Map Information ========================
 Title       : 2 Tech version 4
 Filename    : 2tech4.zip
 Author      : Kyle (>V< Someone)
 Web Page    : www.planetfortress.com/someone (Someone's Fortress)
 Email       : one@mindless.com
 Description : Fast paced, GL optimised Teamfortress map

======================= Play Information ======================== 

This map does not work properly without the TeamFortress QuakeC patch, which
can be downloaded from http://www.planetquake.com/teamfortress
 
 Single Player     : No
 Cooperative       : No
 Deathmatch        : No
 TeamFortress      : Yes
 New Sounds        : Yes
 New Graphics      : Yes
 New Models        : Yes
 New Music         : No
 Transparent Water : Yes

======================= Construction ======================== 

 Base              : 2Tech3, but originally scratch
 Editors used      : WorldCraft, EntEd, BSP2Wad, QuArK (for textures)
 Known Bugs        : Blue base, Flashing hall there's a qbsp bug.
 Construction Time : month +
 Compile Computer  : Win95 P133 32 Megs RAM
 Qbsp              : 1106 seconds
 Vis Level 4       : 8860 seconds
 Light             : 868 seconds
 Other Info        : There are 76 bsp models. (*#)

======================= Installation ======================== 

 This archive contains 3 files.

        ========Basic ========
	    2tech4.txt
	    2tech4.bsp
	Put these in fortress\maps
        ======================

	========Sounds========
	    qpi1.wav
	    qpi2.wav
	    cap1.wav
	    cap2.wav
	    rep1.wav
            rcanon.wav
	Put these in fortress\sound\items
        ======================

	========Models========
	    batt.mdl
	    dtree.mdl
            megac.mdl
            v_mega.mdl
	Put these in fortress\progs
        ======================

======================= Game Play ======================== 

This is a TeamFortress map.

There are 2 teams to this map. Blue and Red.  Blue and Red fight eachother
to capture the enemy flag. Blue and Red's bases are identical except for the
textures.  There are a lot of interesting devices to make this map interesting
and more fun to play:
	-Normal Flag Capture : Take enemy flag from their basement and take
	 it back to your flag texture in the Ramp Room.
	-Battery Capture : A Battery resides in the Top Basement, behind
	 a rock wall. The rock wall can be destroyed by a detpack. When taken
	 to your team's Spotlight on the Sniper Loft, it will award 5 frags 
         to the team, and turn on the loft's Spotlight for 3 minutes 
	 giving the enemy snipers the disadvantage
	-Hacking : Engineers can help their teammates by Hacking open enemy
	 doors.  This helps for getting people in and out of the enemy base.
	 The Hacking Terminals are located in the main Ramp Room and are
	 switches on the computers.  The Engineer can Hack the following:
		-Front lift
		-Ramp refil
		-Basement refil
		-Main lift
		-Cave lift doors
		-Back exit lift
	-MegaCharge : This is somewhat a secret, there is a MegaCharge,
	 Which gives the carrier Quad, Pentagram, and Invis for 10 seconds,
	 plus it refils everything to the max. (grenades, health, armor) This
	 is extremely useful for penetrating ramp defense.
	-Spy Detectors : There are two Spy Detectors in this map, one of them
	 in the entrance to the Ramp Room.  The other in the Basement. The
	 Spy Detectors indicate if an enemy comes through, regardless of their
	 being undercover.

POINT SYSTEM:

	10 Frags are awarded for the flag capturing team
        5 Frags are awarded for the capturing team.

======================= Changes since 2Tech4 ent1 ===============

        -Megacharge for captures
        -Flag status all good
        -Hacking now in your base, opens in enemy base
        -Less basement spawns
        -It's Fairplay! (Thanks Sacrifice!)

======================= Changes since 2Tech3 ====================

	-Spotlight feature added : taking your battery (in enemy base) to
	 your spotlight (on sniper loft) will light up the enemy sniper area
	-Little perfectionist changes, 'cleaner' refil, ASCII flag status...
	-Second route to main room
	-Second route from Ramp Room to Basement
	-Fixed small brush and texture allignment errors
	-Easy place for Engineer to hide between hacking
	-Muchly better gameplay

======================= Misc Information ======================== 

Thanks go out to TFS (www.teamfortress.com) for making TeamFortress, id 
Software (www.idsoftware.com) for Quake, LoH-Ki for the new MegaCharge model
which is a skeleten thing with a V (Fifth Element) Rastlan for EntEd
(www.erinyes.com/ented) Thundercok for helping me with various stupid
questions. Sacrifice for fairplay ents, and that wonderful canon in D wav :)
Then Network for his wonderful TFConsole page (http://tfconsole.clanoski.com)

(c)copyright 1998 by Kyle Graehl
