**** This map designed for the TeamFortress v2.5 quakeC mod ****
12/09/97
================================================================
Title                   : Progression v1.2
Filename                : progres2.zip
Author                  : Craig J. Dudle (Mr SaLTy)
Url			: http://www.mrsalty.net/
Concept			: Craig J. Dudle & Steve Vaughn (GrUe)
Email Address           : mrsalty@mrsalty.net
Description             : TeamFortress v2.5 Quake Map

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

You need the TeamFortress v2.5 (or later) QuakeC
patch, get it at http://www.planetquake.com/teamfortress
or from ftp.cdrom.com

Single Player           : No
Cooperative             : No
Deathmatch              : No
TeamFortress            : Yes 32 players
Difficulty Settings     : No
New Sounds              : No
New Graphics            : No
New Music               : No
Demos Replaced          : None

* Construction *

Editor(s) used          : Worldcraft, EntEd
Known Bugs              : None at this time except for... Some weird behavior
			  with runes not showing on capped pedistal right away.  They will
			  after a short period of time. If ya see any others, please email
			  me with the info.

Build Time              : A really, really long time. About 3.5 months.

Thanks to               - id software - Quake
			- The Team Fortress doodz
			- Robin of TF for all the help in text form.
			  I read these things like a jillion times.
  			- Network @ the TFconsole - Your site rulz for tf mapmakers!
			- The makers of EntEd.  Never get finished without that puppy.
			- Worldcraft rulz too.
			- Steve Vaughn for help on gameplay and level ideas.
			- Wik of clan Rage for putting the beta version of the map on
			  his server.

setup:

progres2.bsp goes in drive:\quake\fortress\maps
tf_flag.mdl goes in drive:\quake\fortress\progs

Server info:

This is a large map as you can see.  It should support 32 players.  Playing with too
few players will be boring, so get a bunch of doodz to play! :)
You should have as much horsepower as you can muster.  Also a lot of ram.

General overview:

Get a rune from your base and place it on the correct pedistal in the enemy base's
flagroom.  Doing this will activate a 'helper' for your team.  They are as follows;

	First rune)  Gives your team access to your teams wind pipe.
	Second rune) Gives your team access to a small 'base' in the enemy base.
	third rune)  Unlocks the flag door and gives you access to the enemy flag.

Then take the flag back to the circle in your teams base for a capture.  WOOP!

Scoring is as follows;

	Capture a rune)   3 frags for your team + 1 more for the AP.
        Capture the flag) 10 frags for your team + 3 for the AP.

All runes and flags etc. for your team are reset when you capture the flag.
When a flag or rune carrier is fragged, he drops the item.  It can be picked up 
by members of his team or it will return after a while on its own.  Eneny players cannot
return the item.

There are 2 areas on each base that can be accessed by a detpack.  They are water pipes 
that are capped.  The one into the enemy base can be fixed by an engineer.


General Info:

Map is VISed for transparent water.

Compiled on 166mhz pentium with 96 meg ram.
 4745 planes        94900
19343 vertexes     232116
 6253 nodes        150072
 3525 texinfo      141000
14155 faces        283100
13143 clipnodes    105144
 3065 leafs         85820
17791 marksurfaces  35582
67775 surfedges    135550
34417 edges        137668
 2870 brushes
  135 miptex
  384 entities
  332 point entities
   52 solid entities
  255 lights
qbsp265c Processing time: 1 hour, 6 minutes, 51 seconds (1:06:51)
bsp2prt time 30 sec.
arghlite -light 15 -extra  time 4216 sec.
rvis -level 4
2484 portalleafs
7184 numportals
c_chains: 5617494 - average leafs visable: 90
time 1800 seconds

Textures:

Used textures from Quake registered version along with the following:
cyber.wad by Kevin "CyBER" Kolk  kkolk@waycom.com
davo1.wad by David Ottvall  davo@algonet.se
sr_set1.wad by Sonya Roberts  sonya_roberts@geocites.com
tonyctf8.wad by Anthony J. Distler adistler@ace.cs.ohiou.edu or at
http://ace.cs.ohiou.edu/~adistler/quake/

Sorry if I missed anyone else.

Models:

TF_flag.mdl
In the future I plan to add red and blue skins to the Runes.