**** This map designed for the TeamFortress v2.6 quakeC mod ****
April 1998
================================================================
Title                   : Mr Flibble's Castle Siege
Filename                : flibdefn.zip
Author                  : Mark Rosten (Mr Flibble)
Email Address           : mrflib@globalnet.co.uk
Description             : TeamFortress v2.6 Quake Map
                        : 2 Teams, Attack and defend style map.

               Check out the TeamFortress homepage at:
               http://www.planetquake.com/teamfortress/
================================================================
* Play Information *

This map does not work properly without the TeamFortress v2.6 QuakeC
patch, which can be downloaded from http://www.planetquake.com/teamfortress/
or from ftp.cdrom.com

Single Player           : No, only for looking around
Cooperative             : No
Deathmatch              : No
TeamFortress            : Yes, 2 teams, about 8 respawns per team
Difficulty Settings     : No
New Sounds              : No
New Graphics            : No
New Music               : No
Demos Replaced          : None

* Construction *

Editor(s) used          : Worldcraft Registered v1.6
Known Bugs              : none (at the moment)
Base                    : New level from scratch
Construction Time       : About 7 hours
Build Computer          : 166 MHz Pentium w/64 MB
BSP (GL version)        : 15 seconds
Light                   : 99 seconds
Vis - Level 4           : 309 seconds

Inspiration for level   : I was looking at some of my old levels with a friend, and he
			: suggested doing another attack and defend style map with a
			: castle. Thanks for the idea Lyndy (aka Deatkwalker)

Thanks to               : Id, The guys at TeamFortress for this AMAZING mod.
                        : My mate Lyndy (Deathwalker) for the idea.

* Files included in this archive *
flibdefn.bsp            : Map file. (see below for instructions)
flibdefn.txt            : The text file you are reading now :)

* Game play *
This is a 2 team, attack and defend style TF map. One team (blue) are the defenders of
the castle. Team 2 (red) are the attackers. The defenders start inside the castle and
must stop any of the attackers from reaching the top level of the castle where there is
a blue flag. If any attackers touch this flag all of the attackers get 10 frags and are
respawned outside again, resetting the sequence. The attackers start outside the castle
behind some large boards that they can use for cover. The castle door opens after 45
seconds on starting the map (or after the flag is touched).

* Things you need to know about this map *
The castle door opens after 45 seconds of the map starting. The defenders cannot leave
the castle. If they try to, they are teleported back inside the castle :) Also the
attackers have been stopped from grenade-jumping onto the castle battlements. If they
do so, they get teleported back outside the castle.

* Map History *
Inspired by my first map (TF_ATDEF) which was also an attack and defend style map. This
was designed real quick (again :) for a LAN session with 8 people. The map played very
well and is great fun, providing you don't have too many people.

* Next map *
After the fun my friends and I had playing this map I thought I would design a 'proper'
attack and defend style map for alot more players and make it look alot prettier ;)

* My Other Maps *
flib10b    : Mr Flible's Bases
	   : standard CTF rules, map inspired by 2tech4 and 2fort5. Small, fast, fun.
flibtech   : Mr Flibble's Tech Bases
	   : 2 Teams, 2 flag, standard CTF level. Pretty large (most of my maps tend to
           : get that way, I get carried away ;)
flibcas2   : Fixed version of flibcast with quite a few extra changes and redesign
             of the rooms adjoining the flag room. (Chris ya git!)
flibcast   : Original v1.0 flibcast map
2evil1f    : 2 Teams, 1 flag
             The single flag starts mid-way between both bases and each team
             must get the flag into their own flag room and defend it. The
             longer it is in their flag room, the more points and frags their
             team gets. The other team must capture this flag and place it in
             their flag room.
2evil2f    : Standard 2 Team, 2 flag CTF map.
             same layout as 2evil1f (see above) but for normal CTF rules.
hexTF      : 2 Team, 1 flag idea. Get the flag from the middle into the ENEMYs
             base to get the points. I personally don't like this idea now,
             but let me know if you do :)
massivTF   : My third map and first (released anyway) using the way-cool
             editor Worldcraft. This map is huge, I encountered the Quake map
             limits whilst designing this map. 2 large bases seperated by an
             outside area with extensive waterways going into each base.
mbase_tf   : A 2 team TF map with 2 identical bases seperated by a large body
             of water. One of the first TF maps to use coloured textures to
             identfy the base that you are in.
tf_attdef  : My first map ever! (and it shows :)
             A TF map designed for attack and defend with 2 teams

* Other Info *
If you like this level mail the server operators and let them know.

Any comments/suggestions/ideas welcome.
(there is someone reading this and looking at this level, isn't there??)

* A plea to server operators *
If you use this map on your server, please email me as I'd like to play
one of my maps in the Internet and see how it plays with loadsa players :)
If you have problems running this map (it crashes, etc) PLEASE let me know!
Thanks.

* How to use this map *
Copy the flibdefn.bsp file into your quake\id1\maps or quake\fortress\maps
directory. In quake (using Team Fortress) type 'MAP FLIBDEFN' (no quotes)

* Copyright / Permissions *
Authors MAY / MAY NOT use this level as a base to
build additionallevels.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.