---- This map designed for the TeamFortress v2.65 quakeC mod ----
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Title                   : 'The First Cobra TF Map!"
Filename                : cobra2.zip  
Files                   : cobra2.bsp -> goes in your maps dir
                          disc.mdl   -> goes in your progs dir 
                          all wavs   -> go in the sound\misc dir                                                 
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Author                  :  CC-Incinerator
Email Address           : monkyman@home.com
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Description             : A TeamFortress v2.65 Quake Map

               Check out the TeamFortress homepage at:
               http://www.planetquake.com/teamfortress

-----------------------------= Play Information =---------------------------

This map does not work properly without the TeamFortress v2.65 QuakeC
patch, which can be downloaded from http://www.planetquake.com/teamfortress
or from ftp.cdrom.com

Single Player           : If you're really really bored
Cooperative             : No
Deathmatch              : No
TeamFortress            : Yes
Difficulty Settings     : No
New Sounds              : Quite
New Graphics            : Of course
New Music               : No
Demos Replaced          : No
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-= Construction =-

Editor(s) used          : Worldcraft v1.5?
                          QBSP256C [I now hate qbsp passionately.]
                          Light.exe
                          RVis - this map is NOT vis'd for transparent water
                          Why? No need, it'd ruin the effects.
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Known Bugs              : I hope you have 16mb RAM or you might as well stop
                          reading right now and get another map. :/

Build Time              : 1.5 months
                          QBSP - 45 minutes roughly. 
                          LIGHT - 10 minutes roughly. 
                          VIS - 40 minutes roughly.

GLVis'd                 : *NO*
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Grapple                 : I think not.

Build Machine           : P233 128Mb RAM.. Canopus Pure3d, other stuff I may
                          not have been told ;)
Tested With:            : P200MMX, P233, Quake, and QW. [should run fine on a
                          P90)

Optimal CLient          : GLQW running on a P166 /w 16mb RAM

Special Thanks          : id Software.
                        : CC-Gldm -lets all thank him for compiling the level :)
                        : CC-Commander, CC-Destro, and the rest of the Cobra Clan
                          for playtesting.
                        : All the newsies who had to put up with my
                          unintelligable email babblings :)
                        : Anyone I might have missed.

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Overview:
--------
Layout:

There are 2 bases, with parts of each base being unlocked when you bring the
enemies disc[new flag] to any yellow teleporter symbols on the ground. [For
further info go down to the Scoring section.] The enemy key is on the 4th
floor of their base, and hopefully it won't be a 1 man job to take the flag.

The bases are connected by 3 areas:

1.) The sewers underneath the bases. [which are _very_ simple, even though
they may look daunting at first.
2.) The teleporter array by your teams main respawn room teleport you onto
the enemies teleporter pad outside their base.
3.) There is a skyway on the 3rd floor of the bases that connects the bases.

Oh yeah, I threw a secret somewhere in there too ;)

Scoring     
---------

There are 4 places you can take the enemies disc:

1.) Bringing the enemies disc to the symbol in your HQ gives everyone on your
team 15 [maybe 10..I forget] frags.
2.) Bringing the enemies disc to the symbol in the room down the hall from
the armoury unlocks the armoury doors. [Trust me, it _definitely helps your
team out]
3.) Taking the enemies disc to the symbol outside your bunker opens the
bunker doors.  The bunker is a defensive position that allows snipers to
snipe enemies teleporting into your base with moderate security to their own
well being. [I tried to make it where it's impossible for a sniper to _easily_
cover the pad, it should be noted that it isn't impossible, and relitively
easy, to avoid being hit by a sniper.]
4.) Taking the enemies disc to the security checkpoint on the 4th floor
enables your early warning system which warns you of enemies near your flag.  

Notes:
-----

This map was designed with playing as a _team_ in mind, I hope that you think
about that before you go charging off into the enemies base all by yourself.
