     *** This map was designed for TeamFortress v2.8/2.9 ***

"The supreme authority from which all other authority is derived."

     - Maximize this screen to avoid word wrapping errors -

================================================================
Title/Worldspawn text   : The Machine
			: [v1.0]
			: By Orion [freadban@hotmail.com]

Filename                : machn1.bsp

Version			: Version 1.0 Final [30/01/00]
			
Author                  : Orion [Eddie Wong] 
Email Address           : freadban@hotmail.com

Map type		: Objective/Capture the Flag

Other maps by author	: Fort0rz - The Infiltration [fort0rz2.bsp]
			: FOV Forts [fovfrt11.bsp]
			: Callisto [unreleased]

Homepage		: http://nolag.gaming.net.nz/

Official Download URLs	: http://nolag.gaming.net.nz/machn1.zip

Thanks to
---------

- Firestorm, Cerbius, Razz, Fanatic, and others
		
================================================================
* Play Information *

Single Player           : No
Cooperative             : No
Deathmatch		: No
TeamFortress            : Duh
Difficulty Settings     : No
New Sounds              : No
New Textures            : Yes
New Music               : Plays CD Track 4
Demos Replaced          : None

* Construction *

Base                    : From scratch

Editor(s) used          : Worldcraft 1.6 Registered
			: EntEd 2.0 Registered

Build Time              : 12 weeks

Build Details		: QBSP std compile	26 min 58 sec
			: LIGHT extra compile   30 min 28 sec
			: RVIS level 4 compile  40 min 59 sec

			: Total compile time	1 hr 38 min 25 sec

Level vised for GL	: No

=================================================================
* Installation *

Files in this archive: 

machn1.bsp  - The map.
machn1.txt  - You're reading it now.
rules.txt   - Rules - same as 'How to play' below.

Unzip machn1.bsp into your id1\maps or fortress\maps directory.

Run QuakeWorld and connect to the server.

=================================================================
* How to Play and Other Details *

----------
Objectives
----------

Demoman clears barricade
0 points
Demoman
Repairable
	
Demomen from opposing teams can clear/repair the barricaded entryways located near each base's 
sniper bunkers. Note that you can blow up your own barricade AS WELL AS the enemy's barricade. 
Use this to your advantage. Also - you can repair your own barricade as well as the enemy's barricade - but why bother?

	---

Engineer hacks doors 
2 points 
Engineer
Not repairable

Engineers from either team can 'hack' the doors of the enemy team's outer resupply room to open 
up an alternate route into the enemy base's upper floor. To do this, simply shoot away at the 
console located near these doors until the console lights go out. Note that you cannot repair these doors once they have been 'hacked', so guard them closely!

	---
	
Deactivate coolant system 
2 points, opens pressure door 1
Any class
Repairable

Deactivate generator A 
2 points, opens pressure door 2	
Any class
Repairable

Deactivate generator B 
2 points, opens chip room door	
Any class
Repairable

To deactivate a component, simply shoot at it until something happens. Grenades (except the nail grenade) will not damage the component. Recommended weapons of war include the assault cannon and super nailgun. Once a component is deactivated, something will happen - lights will go out, doors will be opened...

You can't deactivate your own components, and you can't repair your enemy's components. Duh!

Each team's chip room will only become accessible when their generator B has been deactivated. 
If their generator B is repaired, their chip room will become inaccessible again. 

As you can guess, the chip room is the most important aspect of your base.

	---
	
Cap the chip
10 points
Any class	

Repair coolant system
5 points, closes pressure door 1
Any class

Repair generator A 
5 points, closes pressure door 2
Any class

Repair generator B 
5 points, closes chip room door
Any class

Once the enemy chip room is accessible, take their chip back to your base and 'sell it to the 
highest bidder' by 'capping' it at the pad on the upper floor, or use the chip to repair any 
one of your components.

To repair a component, simply take the chip from your enemy's chip room back to the component you
want to fix. Repairing components will reverse the result of deactivating it - i.e. repairing the 
coolant system closes off pressure door 1, repairing generator A closes off pressure door 2.

Note that repairing your coolant system, generator A, and generator B will award your team 5 points as well as closing off the respective pressure doors.

----------
Other info
----------

INDICATORS - There are 'indicators' of your generator/coolant status in your base. You'll find 
these in two locations - on the ground floor to the right of the ground-level entrance, and on 
the first floor near the window overlooking the yard. If the light is on, that component is 
functional. If the light is out, that component needs to be repaired.

PRESSURE DOORS - These provide an alternate route into the enemy's generator B/chip room and the
lower floor of each base, and are opened by deactivating the associated objectives.

HACKABLE DOORS - These provide an alternate route into the upper floor of each base via the 
enemy team's outer respawn. You CANNOT resupply in the enemy's respawn room.

SLIME ROUTE 'O' DOOM - This is the underground passageway linking the two bases. Use it at will,
but be careful not to fall into the slime!

SNIPER BUNKERS - There are four of these located in the big grassy areas between the bases. Boom!

THE CHIP - If you are killed while carrying the chip, it will drop to the ground for another person to pick up, and remain there for 15 seconds, after which it returns to the corresponding chip room.

GREN2/DETPACK - Gren2s and detpacks are available from each team's outer respawn room with a delay of 5 seconds.

SECRET AREAS - Be careful with that axe, Eugene...

-------
Tactics
-------

- n/a -

The map is designed in such a way that priorities of teams can vary between 'capping' the chip 
and keeping their components working.

Happy fragging!
Eddie "Orion" Wong
January 2000

Revision info
-------------

	Version 0.1 Early Alpha
	Released 3 September 1999
	LIGHT: normal
	VIS: none

	- First public release, 'early alpha' version.

	---

	Version 0.2.5.0.1 Alpha
	Released 23 September 1999
	LIGHT: normal
	VIS: level 4

	- Too many changes/additions to list here.
	- Unfinished areas are blocked off with an ugly wood texture.

	---

	Version 0.3.5.0.0 Beta
	Released 2 October 1999
	LIGHT: normal
	VIS: level 4

	- Rules, rules, rules.
	- Deactivatable/repairable components work. Try 'em.
	- Coolant system doesn't trigger anything yet.
	- Gen A doesn't trigger anything yet.
	- Detpackable entry... isn't detpackable yet.
	- Entity system isn't 100% final yet.
	- Hackable doors work. Try 'em.
	- Pretty-looking respawns.
	- Switchable lights as indicators of generator/coolant status.
	- Red base is essentially finished (meaning 90% done).
	- Unfinished areas are blocked off with an ugly wood texture.

	---

	Version 0.9 Final Beta
	Not released

	---

	Version 1.0 
	Released 30 January 2000
	LIGHT: extra
	VIS: level 4

	- First official release.
	- Cap points for each side made more conspicuous.
	- You can now jump out the windows overlooking the courtyards 
	  of each base.
	- Lights added in water area, by ladders, to aid navigation.
	- A few cosmetic changes here and there. 
	- A LOT of other changes from version 0.9 Final Beta. 
	- All entities should be working.
	- Terse messaging for entities.
	- Reversed lettering bug on some brushes is still present;
	  these may be fixed in a future version.


=================================================================
* Copyright *

Copyright © 1999, 2000 Eddie Wong
All rights reserved.

This version of the Machine may be freely distributed.

Usage of The Machine as a base for a new level is prohibited without
the author's permission.

Usage of The Machine as part of a commercial project is prohibited
without the author's permission.

Distribution of The Machine via the Internet for TF gameplay on Quake 
TF servers is granted without charge and at own risk, as long as this text file is included.

Distribution of The Machine on commercial media is prohibited without the 
author's permission.

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

* Build info *

** Executing...
** Command: Copy File
** Parameters: "C:\PROGRA~1\WORLDC~1\MACH3.map" "d:\games\quake\id1\maps\MACH3.map"


** Executing...
** Command: C:\Program Files\WorldCraft\qtools\Qbsp.exe
** Parameters: d:\games\quake\id1\maps\MACH3

outputfile: d:\games\quake\id1\maps\MACH3.bsp
--- LoadMapFile ---
d:\games\quake\id1\maps\MACH3.map
 2703 brushes
  498 entities
   89 miptex
  383 texinfo
building hulls sequentially...
--- Brush_LoadEntity ---
2569 brushes read
---- CSGFaces ----
17183 brushfaces
45344 csgfaces
 8821 mergedfaces
--- SolidBSP ---
13997 split nodes
 6886 solid leafs
 7112 empty leafs
    0 water leafs
25025 leaffaces
22653 nodefaces
----- portalize ----
--- FillOutside ---
6614 outleafs
--- SolidBSP ---
 6869 split nodes
 3935 solid leafs
 2935 empty leafs
    0 water leafs
17044 leaffaces
14803 nodefaces
6348 outleafs
8180 outleafs
--- MergeAll ---
9999 mergefaces
writing d:\games\quake\id1\maps\MACH3.prt
MODEL: *1
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MODEL: *64
--- FinishBSPFile ---
WriteBSPFile: d:\games\quake\id1\maps\MACH3.bsp
added 0 texture frames
 4561 planes        91220
19526 vertexes     234312
 6610 nodes        158640
  383 texinfo       15320
13850 faces        277000
13895 clipnodes    111160
 3792 leafs        106176
18942 marksurfaces  37884
68165 surfedges    136330
34427 edges        137708
   89 textures     909680
      lightdata         0
      visdata           0
      entdata       57038

** Executing...
** Command: C:\Program Files\WorldCraft\qtools\Light.exe
** Parameters: -extra d:\games\quake\id1\maps\MACH3

----- LightFaces ----
extra sampling enabled
498 entities read
lightdatasize: 537080
0 switchable light styles
1828.0 seconds elapsed

** Executing...
** Command: C:\Program Files\WorldCraft\qtools\Rvis.exe
** Parameters: d:\games\quake\id1\maps\MACH3

---- vis ----
3365 portalleafs
10006 numportals
average leafs visible: 125
c_chains: 19307009
visdatasize:136213  compressed from 1416665
2459.0 seconds elapsed
