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

25th of July 1999
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Title                   : Excelsior
Filename                : excel.bsp
WWW                     : http://www.geocities.com/Area51/Capsule/8143/excel.zip
Author                  : Greymon[AR] 
Email Address           : mlmanuel@ufl.edu

Map Info: Greymon's TF Mappe Site
http://www.geocities.com/Area51/Capsule/8143/fortress.html

Also by me: svalley4.bsp
http://www.geocities.com/Area51/Capsule/8143/svalley4.zip

Special Thanks: Carbine[MC], Force[AR], and {MERR}B.Phatti for running my maps so I could test them. Also, to Clan AR for being supportive.
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* Play Information *

Single Player           : Just to look around.
Cooperative             : No
Deathmatch		: No
TeamFortress            : Yes, works for 2-32 players, best for 12-24
Difficulty Settings     : No
New Sounds              : Yes, all go in fortress/sound/items
			   armor1.wav
			   enemy.wav 
			   ex_cap.wav
New Graphics            : No
New Music               : No
Demos Replaced          : None

* Construction *

Base                    : scratch
Editor(s) used          : Worldcraft.
Known Bugs              : None.
                          
Build Time              : Too long. Much too long.
=================================================================

-=Details=-
Capture the Flag style Team Fortress map. Flag return time at 60 seconds. Dropitems enabled.
Two teams. Two bases. Lots of fun.

-==SCORING==- 
A) 3 TEAM POINTS and frags are awarded each time the enemy flag is removed from its pedestal (not everytime it's touched). 
B) 7 TEAM POINTS and frags are awarded for the succeasful capture of the enemy flag.

-=Outlook=-
Flags are on the upper floor of the bases. Capture the flags on the pedestal in the main ramp room. There is a sewer system that connects the two bases. Everything else is pretty standard.
I kept the design of this map simple: straight forward "Capture the Flag". The bases are none too complex, but features wide halls to make for great fighting with few bottle-necks. There is no deck-to-deck sniping, rocks separate the view between the two bases. This makes field sniping much more accessable.

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Copyright and Legal Notices
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This map is property of Greymon, me.

Permission is granted to distribute exlrs.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.