*** This map designed for the TeamFortress quakeC patch ***
	http://www.planetfortress.com/teamfortress 

26th of April 1999
================================================================
Title                   : Silicon Valley, version 4
Filename                : svalley4.bsp
Author                  : Greymon  
Email Address           : greymon@bellsouth.net

Future Map Info
will eventually be
provided here		: http://www.geocities.com/Area51/Capsule/8143/fortress.html

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

Single Player           : No
Cooperative             : No
Deathmatch		: No
TeamFortress            : Yes, works for 2-32 players, best for 12-24
Difficulty Settings     : No
New Sounds              : Yes
			   enemy.wav goes in fortress/sound/misc
			   sv_cap.wav goes in fortress/sound/items
New Graphics            : Yes
			   Both .mdls go into fortress/progs
			   chip.mdl
			   medpack.mdl
New Music               : No
Demos Replaced          : None

* Construction *

Base                    : svalley.bsp 
Editor(s) used          : Worldcraft.
Known Bugs              : None.
                          
Build Time              : Too long.
=================================================================

Details: 
	Svalley4 is the third revision of svalley, my very first Quake map. Since the original version, the map has been completely overhauled: re-textured, re-lighted, and additional areas were added. I made svalley4 because I was never completely happy with the easily defended svalley3. So, i made these changes:

--Outside bridge is wider to allow more dodging capability.
--Hallways inside are widened for maneuverability and to reduce less choke-points.
--The chip (flag) return time is doubled.
--The flag room is moved to a position easier for the enemy to infiltrate, requiring more defensive teamwork. There are two entrances.
--Texturing and detail changes...purely intended for visuals, though I think some creative teams will find strategical value in these as well. 
--Added a water entrance into the base. It is where the inner respawn used to sit. The respawn was moved to where the old flag room was. Thee is a grate that needs to be blown before accessing the water entry.
--Finally, a more comprehensive scoring system. Details follow.

-==SCORING==- 
A) 2 TEAM POINTS are awarded each time the chip is removed from its pedestal (not everytime its touched). 2 FRAGS are given ONLY to the player who removes the flag. 
B) 8 TEAM POINTS are given each time the chip is processed (capped). 10 FRAGS are given to EVERY player on the capping team. NOTE: The player who initally grabbed the flag leading to a cap will receive a total of 12 FRAGS for the process. All others receive 10. 
C) The enemy computer terminal (capping place) may be detpacked for 3 POINTS and 3 FRAGS. This may be done as many times as possible. The computer repairs itself after 10 seconds.
D) Lastly, detonating the grate that blocks the water entry gives 4 points and 4 frags; only possible once. The grate can NOT be repaired.

Refer to my older visions for more detail on layout, etc.

===========================
Copyright and Legal Notices
===========================

This map is property of Greymon, me.

Permission is granted to distribute svalley4.bsp (and I prefer you do). Do not modify this map without my permission. If you run this map on your server you MUST invite me to play. Enjoy.

