================================================================
Title                   : Twin Trees 7 years later
Filename                : 2tree7.txt
Author                  : Mathieu Perrenoud
Email Address           : mperreno@iismail.unil.ch	
Map web site		: http://www-iis.unil.ch/~mperreno/2tree7.html
 			

This archive contains five files:
  -2tree7.txt   Description & Building Informations
  -2tree7.bsp   That's the map. It goes to id1/maps or fortress/maps
  -lock4.wav    Put it in id1/sound/items or fortress/sound/items
  -yh.wav	goes with lock4.wav in sound/items
  -ball2.mdl    goes to id1/progs or fortress/progs
 


Changes from version 5:
-Textures reworked, new decorations outside.
-Respawn rooms transformed: respawn points clearly marked, no more ammos, only backpacks, teleporter from
 lower respawn to upper.
-New passageway to flag, leads behind the Pyramid, come from underwater, needs to be detpacked (may be closed)
-New architecture before the capture point, to allow defense to be settled here.

Changes from previous versions:
-There is 2 lifts in the well room to go to the room above. They're for both teams but only one way.
-The capture is now 10 points for everybody. No more bonus for capturer...
-Small problems fixed here and there...
================================================================

* Play Information *

==================================================================
Consult the web page: http://www-iis.unil.ch/~mperreno/2tree7.html
==================================================================

Capture the flag style map: two teams, two flags. The flags are in enemies base, on a pyramid. They go
on your base, but you must not take the main entrance... Follow the one on the right after the bridge.

Features summary:
-Big Map, for big teams...
-Big tunnel network that leads everywhere
-Three detpackables points: The door in the first room underwater. The grate to the flag may be detpacked to
 stay open. A secret door behind the pyramid (maybe opened and closed with detpacks). The two first give one point
 to fellow demo who blowns them.
-Two Respawns rooms per team, with three respawns points. 
-Huge outside area with complex architecture, rocks, arch, gondola, bridge, river....
-A secret door will open on capture (just under the capture point: resupply, small quad)
-Architecture allows all classes to be useful...
 -Detpackable doors to demo
 -Multi-level zones to Rocket Jump on
 -Underwater way for spies to infiltrate
 -Complex architecture to build sentries
 -Miradors for snipers to shoot at will
 -A mix of small and big areas for others classes to run and kill around



TeamFortress		: Yes!
Single Player           : Bof, not really. But if you'd like to.
Cooperative             : No
Deathmatch              : No
Difficulty Settings     : No
New Sounds              : No (the sounds included are not mine...)
New Graphics            : A few Textures
New Monsters            : No
New Demos               : No
New Models              : No
QuakeC Patches          : No

* Construction *

Base                    : 2tree5
Editor(s) used          : Quake Army Knife, Version 4.07
Known Bugs              : None.
Build Time              : A couple of say from previous version



Copyright and blabla:
Thanks to all quake and teamfortress players and designers.
Thanks to ? for ball2, lock4 and yh.wav