================================================================
Title                   : Two Towers
Filename                : 2towers.txt
Author                  : friday jones
Email Address           : fries@hog.net      
Map web site            : http://www.hog.net/2towers.zip
                        
==================================================================

This archive contains six files:
  -2towers.txt  Description & building information
  -2towers.bsp  That's the map. It goes to fortress/maps
  -2towers.map  The universally-readable source for this map
  -2towers.qed  The source for this map, readable by QED2 (an editor)
  -2towers.wad  The texture source for this map
  -2towers.prt  In case you want to re-Vis this for GL

==================================================================

Revision Info:
This is the original release version.  Since this is my first
Quake map ever, and since TeamFortress (which ROCKS!) is pretty
complex technically, I might have made some errors in my TF
Entities that only a rank newbie would make.  If so, please forgive
any such mistakes in advance, and please don't throw out the baby
with the bathwater!  If I made any big errors, I would REALLY
appreciate some advice on how to correct said errors.  Send any
such info to fries@hog.net.  That's why I included all the source
material, such as the MAP file, the WAD file, the QED file, and a
fully-LIGHTed and VISed BSP file.

==================================================================

Play Information:
Capture the flag style map-- two teams, two flags. The flags are 
in the enemy's base.  Two towers, with deep moats, bridges, and 
battlements sit across two short straight WWI-style trenches.  If 
you can fight your way up through the enemy's tower, out the back 
is a catwalk leading into the palace.  Utility rooms are in each
palace, consisting of an armor room, an ammo room, and a medpak
room, as well as a Teamspawn Point room.  The flags are in throne
rooms, and the goals are atop the towers.

==================================================================
 
Features summary:
-This is not a complex map, nor a labyrinthine one, but it is 
 pretty big, and I believe that it can handle a full 32 players.
-Underwater access points for hunting sniper butt.
-One respawn room per team, with three respawn points each. 
-Huge outside area with trenches, towers, moats, and shadowy corners...
-Architecture allows all classes to be useful...
-Large spaces, with defensible chokepoints (but not TOO defensible)...

==================================================================

TeamFortress            : Yes
Single Player           : Possible, but boring as heck
Cooperative             : No
Deathmatch              : No
Difficulty Settings     : No
New Sounds              : No (I include no sounds other than water, 
                          torches, and windsuck.)
New Graphics            : No, I got my textures from CDROM.COM
New Monsters            : No
New Demos               : No
New Models              : No
QuakeC Patches          : No

Construction:

Base                    : Original first-revision map
Editor used             : Qed2
Known Bugs              : Perhaps it's just Qed2's fault, but a couple 
                          of boxes of spikes in the Red Team's ammo
                          room aren't showing up, no matter where I put
                          them, and even when I install brand-new 
                          entities to replace them.  
Build Time              : About 40-60 hours to edit, about two minutes
                          to BSP it, about 90 seconds to LIGHT it at
                          "Extra/Final" setting, and about an hour to 
                          VIS at the "Full/Normal" setting, Level 4.
                          
Copyright and yadda-yadda-yadda-ratcheta:
Thanks to all quake and teamfortress players and designers.
Thanks to the makers of Qed2 (I think), for putting the tools in my 
hands.  While I reserve full copyright rights to this intellectual 
property, I hereby grant permission to any and all persons to use this 
map as a base to create another, as long as they give me full credit 
for providing the base map in their documentation and welcome screen.  
I also grant permission to any server sysop to run this map as he or 
she sees fit, and to edit any entities necessary.  If a modification 
is made that will render the original release BSP file inoperable on a 
PLAYER'S system, I ask the server sysop to please change the filename 
from "2TOWERS.BSP" to a variant of that name, such as "2TOWER01.BSP," 
or "4TOWERS.BSP," and to make that modified map available for player 
download.

