**** This map designed for the TeamFortress v2.9 quakeC mod ****

Text file created 03:50  06/06/02

The door to a key remains open, after it have opened first time.
It is made what the key, after returning, was not pressed down by
this door. Because of it bug earlier the key could not be taken more.
Can be, this bug could be corrected somehow differently...
But I shall be given, that my method not less effective :).

In backpacks in respawn rooms it is put red armor. Now
medics and engineers will not be defective classes on this map. 

- Night Hunter

If you never downloaded the original MBasesr.zip (shame on you),
here's the readme from it, with a few updates:

-----------------------original readme--------------------------

Text file created 22:35 14/10/99

This is a revision of Millenium Bases, updated to remove the 
lift/flag bug the original suffered from - during a game, if
a key carrier was killed while suffering packetloss on the water
entrance lift, the key would drop through the lift. Anyone 
trying to pick up the key would assume it was resting on top of
the lift and try to pick it up from there. Unless someone goes
underneath the lift when its activated and picks the key up,
when the key returns to the keyroom, nobody can pick it up for 
the remainder of the game.
I have no idea if this is a TF code bug, or a QW bug (/me glares
at Zoid) but whatever the reason, its obviously not acceptable
in a match situation :)
To fix it, I altered the lift supports so that it's no longer
possible to go underneath the lift when it's risen. This
arguably takes away some gameplay elements from the water
entrance area, but there isn't much else I can do with the 
current releases of QW and TF being as they are.
Thanks to Goff for pointing out the bug.

- Wils

If you never downloaded the original MBases.zip (shame on you),
here's the readme from it, with a few updates:

-----------------------original readme--------------------------

**** This map designed for the TeamFortress v2.9 quakeC mod ****

Text file created 22:35 19/08/99

=======================Map Information==========================

Title:			Millenium Bases
Filename:		mbases.zip
Author:			Wils
Email:			edge@earthquakers.org
ICQ:			4758249
IRC:			#fortress.uk.eq on irc.uk.quakenet.eu.org
Description:	TeamFortress v2.9 Quake Map

Maps by the same author:

- Outpost (dodgy DM map. never released)
- Aztec1
- 2night1
- 2small1
- 2night2
- Chaos98 (Skills for Kills 2 map)
- Toxin1 (never released)
- Aztec2
- Azarena1
- Blarena
- Lasarena
- EQDuel1
- BlCit1
- Mbases
- NeoAlc1 (work in progress)

=======================Play Information=========================

This map does not work properly without the TeamFortress QuakeC
patch, which can be downloaded from
http://www.planetquake.com/teamfortress or from ftp.cdrom.com

Single Player:			No
Cooperative:			No
Deathmatch:				No
TeamFortress:			Yes
Difficulty Settings:	No
New Sounds:				Yes
New Graphics:			Yes
New Models:				Yes
New Music:				No
Demos Replaced:			None
Level vised for GL:		No

========================Construction============================

Base:							Fresh start using Q2 textures
								Layout taken from Bases.bsp
Editor(s) and Utilities used:	Worldcraft, EntEd, rVIS,
								Arghlite, BSP2Wad, wQBSP,
								Q2toWad
Known Bugs:						The Capture point 'markers'
								occasionally refuse to show 
								themselves when you capture the
								enemy flag. Doesn't affect 
								scoring or anything though :)
Construction Time:				1 Week
Build Time:						264 seconds
Build Computer:					Celeron 300a o/c to 374mhz, 64Mb
Vis Level 4:					421 seconds
Light:							947 seconds

========================Installation============================

This archive contains 9 files.

	backpack.wav
	basbkey.bsp
	basrkey.bsp
	cap.wav
	deact.wav
	flagtk.wav
	mbases.txt
	mbases.bsp
	react.wav
	
You can extract all of them at once to your fortress directory
and it should place them in subdirs accordingly.

==========================Gameplay==============================

This is a TeamFortress CTF style map based on *cough* Bases.bsp.
Since there are so many 2forts clones (and even the occasional
well6 clone), I thought I'd attempt to update the one map that
actually NEEDS updating :)

Map features (compared with the original Bases):

- Wider, less cramped corridors
- No gren2 resupply packs to reduce spam
- Sniper towers are properly lit now ;)
- No protruding edges in the middle of walls
- Resupply packs give red armour for Soldiers and HWGuys
- All ramps wider and shallower for smoother movement
- Higher ramproom and keyroom ceilings
- Less sky outside to reduce lag in GL
- Lower water entrance overhead walkway (its now possible to
  rocket jump from the water entrance floor to the walkway)
- Buggy wind tunnel from entrance floor to ramproom replaced
  with a (working) lift
- Glowing key models (The original uses b_s_key.mdl and
  b_g_key.mdl which means unless you have flag emulation, the
  keys are hard to see when dropped)
- Detpackable cap point feature 'improved' (see gameplay below)
- Keyroom rearranged to make a bit more room for fighting
  instead of the usual cramped panicky spamming :)

I decided not to change the basic layout too drastically,
because I still believe it works well for teams of 6-8 a side,
which as far as I'm concerned is the ideal size for tf games -
any more and 99% of maps become crowded fragfests, with no room
for the more subtle tactics which make tf so challenging and 
dagnammit, fun, to play :)
Thats not to say the map is no good for the usual 9-12 a side
matches that it gets used for in the UKTFL, WPTFL, IGL etc -
it's still better than the original Bases thanks to the wider
corridors and bigger ramps and flag rooms, etc.
Think of it as evolution rather than revolution or sommat :)

Scoring works as follows:

- 10 team points and 10 team frags per enemy key capture
- 5 frags for every team member (but no points) every time
  the enemy computer is damaged
- -10 (yes, as in 'minus ten') frags for trying to
  capture the enemy key when your computer is damaged.
  Pay attention next time :P

To capture the enemy key, take it from the enemy keyroom to
your own and place it in the computer there. Upon doing this,
all medics on your team receive 100 medikits while all
engineers receive 100 cells.
To damage the enemy computer, place a detpack just in front of
it on the platform. A demoman doing this gets a full resupply
of ammo and health, as well as 4 gren1s.
To repair your computer in order to continue capping, get an
engineer to stand on the cap point and they'll reactivate it.
[Update: the backpacks in the respawn now give out EMP grenades
every now and then.]

=========================Misc. Info=============================

Thanks to the artist formerly known as [EQ]Babs for helping test
the various fucked up ents. He'll probably have finished his
first map by the time you end up reading this, and its looking
rather good at the moment.
[Update: he accidentally deleted it at a lan meet. The eejit.]
Thanks also to a certain Tibetan hooved mammal for providing me
with much amusement due to his inability to actually finish any 
of his f'in maps :)
[Update: llama actually managed to release 2fortSE, to have it
awarded best new map in an unofficial poll of UK TFers, despite
it being nearly a year old or something... nice one Lee :)]
Finally, thanks to The University of Manchester Institute of
Science and Technology for providing me with my internet 
connection for the last 2+ years (muahahah).

Tata.

=========================Legal Stuff============================

(c)copyright 1999 by Wils (Matt Wilson)
NO MODIFICATIONS ARE TO BE MADE TO THIS MAP OR ENTITIES WITHOUT
MY PERMISSION.
YOU MAY NOT USE THIS MAP FOR COMMERICAL PROJECTS WITHOUT MY
PERMISSION.
THIS MAP SHALL BE AVAILABLE FREE TO THE PUBLIC AND CAN BE
TRANSFERED TO OTHERS ONLY IF THE ABOVE MENTIONED NINE (9) FILES
ARE INCLUDED IN THE ZIP. YOU MAY NOT ADD OTHER FILES TO THE ZIP.
IF YOU WISH TO USE PORTIONS OF THIS MAP FOR YOUR OWN FREE MAP
PROJECT YOU MUST ASK.

email:	edge@earthquakers.org
irc:	irc.uk.quakenet.eu.org:6667, #fortress.uk.eq 

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

--------------------end of original readme----------------------

End of text file.
