Battleground SCRUM! Revision 1.1

*** This map designed for Team Fortress Classic for Half-Life ***

11.17.99
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Title                   : Battleground SCRUM! Revised
Filename                : scrummage.zip
Author                  : Michael "Wedge" Mattson
Email Address           : wedge@pcgs.org
URL			: www.pcgs.org
Description             : TeamFortress Classic Map
Number of Teams         : 2
Recommended # of Players: Minimum: 4 (can't score without a teammate)
			  Maximum: 32 (handles 20 quite nicely)

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New Textures            : None
New Sounds              : Team Communications and PAM
Editor used             : Worldcraft 2.1
Other utilities used    : Q2 BeaVeR, EntEd, CoolEdit, Wally and PSP

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Build Time:		: 4 months of building, testing, rebuilding...
Full Compile Time:	: 110 minutes (P2 450, 256 MB RAM, WIN 95)

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Check out the Half-Life Editing Resource Center for all your map making needs:
http://halflife.gamedesign.net

Check out the Department of Engineering for all your map testing needs:
http://halflife.lowlife.com

Check out these sites for all your map reviewing needs:
http://www.planetfortress.com/thecollective
http://www.planetfortress.com/radium
http://mutilation.lowlife.com

================================================================
REVISION HISTORY:

scrumh1: Initial BETA for playtesting

scrumh2: Secondary BETA for playtesting
	Widened and streamlined the internal structure of the bases.
	Added many sniper holes.
	Increased light levels of all internal areas.
	Added water tubes
	Increased floor height of fortress to restrict water access.
	Added teleports from center to fortress.
	Added teleports from fortress to center (when team controls center)
	Removed funky "bunkers" in center arena.
	Restructured the center arena.
	Added ladders to upper levels in center arena.
	Fixed "sticking" places on signs and under bridges.

scrumh3: First release to public (DoE) for playtesting and feedback.
	Added point bonus for taking an arena from the enemy.
	Added "Scrummage Imminent" sound.

scrumh4: Final internal beta test at LAN party.
	MASSIVE retexturing and restructuring.
		Easier to Defend fortresses.
		Slightly less Symetrical layout.
		More modern texuring theme.
	Added light sources.
	Added glowing touch pads.
	Used Hint Brushes to help streamline vis areas.
	Removed SLIME in the crevasse and changed to teleportals.

scrum: First public release.
	Added SCRUM! and CENTER signs in fortresses.
	Created better scrum.txt file for initial game instructions.

scrum_r1: First Revision Beta Test
	Delved into texturing.
	Changed SCRUM! and Center signs to textures.
	Added all sorts of directional signs.
	Added "Teammate Needed" sound for the AP
	Added Arena status signs in each arena and in each fortress.
	Brightened the Red lighting a bit.
	Added Respawn Sentries and enlarged the respawn room.
	Moved the center/ravine teleport destination.
	Scaled up many textures for speed considerations.
	Widened the explosion sound in the launch tube.

scrummage: Final Release. (If you don't like it now, you never will)
	Removed Windows into Center Arena to fight Grenade Spamming.
	Lowered Status Signs in Center Arena.

Server Update: MAJOR scoring bug associated with center resupply.
	Changed the word "flag" to the word "command" in Pam's voice.
	Changed the resupply packs around a bit.
	Seperated grenades into slower pack.

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INSTALL INFORMATION:
Please unzip the archive into the TFC directory. Be sure to restore
the files with directory information turned ON as the directory information 
was saved during archiving. If you should goof that up, here is the complete
list of files and the locations they should be placed into.

scrummage.bsp	----> \half-life\tfc\maps
scrummage.txt	----> \half-life\tfc\maps
explode.wav	----> \half-life\tfc\sound\misc
scrumsoon.wav	----> \half-life\tfc\sound\scrum
tnablue.wav	----> \half-life\tfc\sound\scrum
tnacen.wav	----> \half-life\tfc\sound\scrum
tnared.cen	----> \half-life\tfc\sound\scrum
all.wav		----> \half-life\tfc\sound\pam
arena.wav	----> \half-life\tfc\sound\pam
blue.wav	----> \half-life\tfc\sound\pam
buzwarn.wav	----> \half-life\tfc\sound\pam
center.wav	----> \half-life\tfc\sound\pam
command.wav     ----> \half-life\tfc\sound\pam
dadeda.wav	----> \half-life\tfc\sound\pam
deeoo.wav	----> \half-life\tfc\sound\pam
flag.wav	----> \half-life\tfc\sound\pam
hostile.wav	----> \half-life\tfc\sound\pam
points.wav	----> \half-life\tfc\sound\pam
red.wav		----> \half-life\tfc\sound\pam
reset.wav	----> \half-life\tfc\sound\pam
scrum1.wav	----> \half-life\tfc\sound\pam
scrum2.wav	----> \half-life\tfc\sound\pam
scrum3.wav	----> \half-life\tfc\sound\pam
secured.wav	----> \half-life\tfc\sound\pam

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PLAY INFORMATION:

Simple Overview: ===============================================
Work with a teammate to take control of the Arenas.  You and a 
teammate muststand on the touch pads SIMULTANEOUSLY in order to 
take control of an arena. The signs will change to indicate the
current controlling team.

Scoring is based on length of time arenas are held and their 
proximity to your fortress. The arenas must be taken in order
moving away from your fortress.  Your enemy is moving in the
opposite direction. If you lose control of an arena to the enemy,
you must back up and take it back in order to continue.Once you
control all three arenas, make a final assault into the enemy
fortress. One person must step on the pad marked "SCRUM!" inside
the enemy fortress. This will give your team a bunch of points,
reset all arenas and respawn both teams.

Gameplay Notes: ================================================
The only way to stop a SCRUM! Assault is to take back your arena.
The enemy must control all three arenas to SCRUM, so it follows
that by taking one back, they can not SCRUM!

Falling into the ravines does not hurt, it teleports you back to
your base. Use it as a quick way to fall back to SCRUM! defense.

Respawning after SCRUM! and falling into the ravines does NOT result
in deaths. I have received a lot of complaints that "Random PC's"
do not change.  Since you are not dying, you do not change classes.

The pool in front of the fortress can only be exited by swimming to
the arena side (away from the fortress) or swimming into the tube
under the bridge.

There is health and resupplies available inside of each respawn room.
The resupplies are arranged for a quick exit.  It is only necessary
to run over a single line of resupply items to get COMPLETELY loaded
up (excepting health). You DO NOT have to run around in circles. It
was designed this way to help get people out of the respawn room
quickly after a SCRUM! or other occurence. 

Extra supplies are available in the arenas but only for the team that
currently controls that arena, and only in limited amounts. There is 
some health hidden in a few places around the level.

The center teleportals take you back to your own fortress. The 
teleportal in your fortress takes you to the center, but ONLY if your
team is currently in control of the center. The teleportals in the
bottom of the ravine take you back to your own fortress.

Scoring Details: ===============================================
There are two fortresses and 3 arenas.  
The arenas are named Red, Centerand Blue -- Corresponding to the 
fortress closest to them. When you step on a pad in an arena, you
and your teammates will get an audio cue requesting help in that arena.
There are signs which should help guide everyone to the appropriate
places. This is the best I could do for those who don't bother to read
this file. Your teammate must step on the opposite pad in the same
arena for your team to take control of that arena.  Points are based
on the length of time your team controls the arena and the arena's 
proximity to your fortress.

The Team Point system works like this:

Nearest Arena:
Hold the nearest arena to score 2 points per minute (1 every 30 seconds)

Center Arena:
Hold the center arena to score 3 points per minute (1 every 20 seconds)
Take the center arena away from enemy control to score 1 bonus point

Enemy Arena:
Hold the enemy arena to score 4 points per minute (1 every 15 seconds)
Take the enemy arena away from enemy control to score 2 bonus points

Enemy Fortress:
SCRUM! scores 20 points, resets the arenas and respawns both teams

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OTHER INFO:
If you are in the Central Washington State area and are interested in 
joining the PC Gamers Society for some regular LAN party grooviness,
see my web site.

If you are interested in building your own SCRUM! map.  Let me know and
I will try to create some prefabs for the entities.

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THANKS TO:The PC Gamers Society:  http://www.pcgs.org
I get all of my map making inspiration from them. They are also the most
willing PlayTesters I've ever had the honor of working with.

My wife and son for their patience as I abandon them for map making.

Chris "Stinger" Hansen for his patience when I just wanted to talk and
bounce ideas off of him.  "You're the greatest, man!"

David "Tolwyn" Shaw for his expertise in all things audio and for all of
his feedback.

Pam Magnuson for her amazing voice talents.

FullAutoStyle of Clan Project X for helping me discover a scoring bug.

AKULA-J- for his spawn room recommendations.

Valve for their wonderful game Half-Life and Team Fortress Classic.

Borg and Radium for their feedback on earlier projects. The objective 
feedback I received from them has always been a great help in guiding
and building my skills in future projects.

I just hope I actually am improving.

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>>>COPYRIGHT INFORMATION<<<

Battleground SCRUM! is copyright 1999 Michael Mattson.

You MUST NOT distribute this level UNLESS you INCLUDE THIS FILE WITH
NO MODIFICATIONS!

Authors MAY NOT use this level as a base to build additional levels.

Authors MAY NOT use Pam's voice without her permission. Contact me for
information.

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 other way without my permission.