**** This map designed for the TeamFortress v2.5 quakeC mod ****
Version 6, 12th June 1997
================================================================
Title                   : 2Sphinx6
Filename                : 2Sphinx6.zip
Author                  : Rich Beer (A.K.A Horus / Baby Spice)
Email Address           : beer@easynet.co.uk
Description             : TeamFortress v2.5 Quake Map

              
================================================================
* Play Information *

IMPORTANT!!! : UNZIP THE MAP INTO YOUR QW/MAPS DIRECTORY, AND THE MDL FILES INTO YOUR
FORTRESS/PROGS DIRECTORY.

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

Single Player           : For a wander around and a sight-see. It's quite pretty I think ;)
Cooperative             : No
Deathmatch              : No
TeamFortress            : Yes
Difficulty Settings     : No
New Sounds              : No
New Graphics            : Yes. Did some custom Egyptian textures, and some Ankh models.                          
New Music               : No
Demos Replaced          : None

* Construction *

Base                    : From scratch
                                
Editor(s) used          : Worldcraft
Known Bugs              : There's a slight grey-out when you jump off the ramps right at the
			  back of the top level. You can solve this by doing that r_maxsurfs
			  thing...er or something. Don't look at me! :)
Build Time              : Fucking DAYS! Nay, weeks even. Had to learn Worldcraft for a start.
			  This is my first map etc.
                          The full compile time was about 2
                          hours on a P90 with 32 megs ram

Thanks to               : The guys who wrote the Teamfort thing. Cool.
                          
			  Dr.Debug.MA (AKA Posh Spice) for total and unfailing
			  technical support while I was still learning. Without him 
		          this map would still be nothing but leaks and duplicate planes.
                          
			 
			  Jord, for some good constructive criticism gameplay-wise. This is
			  my first map after all, so I won't learn anything unless you tell
			  me people!! :) Check out his cool website: http:\\jord.sbc.edu
 			  
			  Ben Morris for Worldcraft. Had me tearing my hair out at times,
			  but I'm sure that was just me!
				
			  Raistlan for Ented. In the end it saved more stress than it
			  caused. I think :) Definitely with the last beta.

			  Ritalin Boy [Clandestine] for some help with entities for version
			  six and for suggesting the Ankh models, and the Caulfields or 
			  whoever they are for inspiring him :) Also for letting me test
			  version 6 on his server, run by Zephyre.

                          Clan Spice Girls! And the Spice Girls themselves, 'course.
                          ('specially Emma :)

			  id software for er, that thing, erm. I forget.

Release Notes:

25th April 97: First test map released...

8th May 97:  Kinda OD'ed on quake recently, so only got round to doing this version 
	     a bit later than planned. Moved a respawn in the wall, re-aligned some textures,
	     got rid of one crater and one tank, put in an extra step somewhere, er, thats
	     it I think. Oh, also removed a fullbright colour from the Pharaoh texture,
	     and the Team 2 backpacks now work for Team 2 (Doh!).

9th May 97:  Version 3. Widened corridors downstairs: they could get blocked too easily by 
	     sentry guns etc. Score increase for flag capture wasn't working. Extra backpack
	     behind Sphinx. More team-colours around. Thanks to Jord for some constructive 
	     criticism.

12th May 97: DOH! That damn respawn somehow crept back into the wall. Definitely fixed now.
	     Cuh, computers, eh?


15th May 97: Shit, version 5 already!
	     People didn't like getting stuck behind the sarcophagus lid, so I've moved it.
	     Also the flag room was turning out to be something of a death trap, so added
	     a couple more entrances and exits, and changed the lava in there to water.
	     The flag is now droppable. It'll hang around for about 30 secs after death of
	     carrier. There is also more sniper potential on the top level with a balcony
	     in front of the sphinx. I also built in a huge statue of Anubis but the map 
 	     was getting too greedy in terms of memory for it to stay. Maybe in a later map...
	     Erm, I think that's it. Oh, in case anyone gets the impression from this
	     version that I like dropping people from great heights, it's not true :) 

26th May 97: Beginning to think I'm jinxed. Apparently the extra stuff was too much too 
	     close together. At any rate there were vis errors and the flag sometimes just
	     vanished altogether, never to return. I've taken out one of the extra corridors
	     at each end. Hopefully it now works. All of it. Perfectly. I've also done some
	     extra models for the Ankhs, which look pretty good I reckon, but then I 
	     would :) Also upped the recharge packs to give maximum, which is more
	     convenient.

General Guide

Ok basically it's simple. You gotta get the other guys' flag and shoot them a lot. In order
to capture the other flag <"The Ankh of Isis, or of Osiris"> you have to take it back
to your own flag, WHICH MUST BE THERE: you gotta "reunite" them, see?. Successful capture 
nets the whole team 10 frags, 45 secs of Quad and Invis, and also maxes out health, ammo and
armour.

There is a team Quad damage in the crater in the middle: it gives the whole of your team
Quad damage for 30 secs. Likewise, there is a Team Shadowring.

There's also some magic jumpy-off things on the top level that...well, jump off them and
see. Er thats it I guess. Good fragging, people, and enjoy the map!

Horus.

"I really really really wanna Gib-a-Gib-Argggh!"

LEGAL STUFF

Blah blah permission etc.
Waffle waffle distribute this map or sommit.
Don't rip bits out 'n stuff.

Basically, give it to who you like, but include this text file. And don't stick it in any
compilation or anything without asking me. Erm, you know the rest. If you wanna use the 
models in anything, ask me.

