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

Text file created 22:35 07/07/99

!!!! Server Admins - see the Gameplay section below pls :)

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

Title:		WaterCore
Filename:	wcore1.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:

- Aztec1
- 2night1
- 2small1
- 2night2
- Toxin1 (never released)
- Aztec2
- Azarena1*
- Blarena*
- Lasarena*
- EQDuel1
- Azarena2 (work in progress)

* Maps for a TF Soldier Arena mod which hasn't been released
  yet as far as I know :)

=======================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:		Sort of
New Graphics:		Kinda
New Models:		Yes
New Music:		No
Demos Replaced:		None
Level vised for GL:	Possibly

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

Base:				Toxin1 textures set
Editor(s) and Utilities used:	Worldcraft, EntEd, rVIS,
				Arghlite, BSP2Wad, wQBSP
Known Bugs:			None known
Construction Time:		4 Weeks on and off
Build Time:			130 seconds*
Build Computer:			Celeron 300a o/c to 374mhz, 64Mb
Vis Level 4:			271 seconds*
Light:				452 seconds*

* These will be a little out as I was running winamp in realtime
  mode with the acidpunk plugin at the same time as compiling :)

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

This archive contains 8 files.

		- Wcore1.txt	You're reading it now.
		- Wcore1.bsp	The map file.
				Put it in fortress/maps
		- duck2.mdl	This goes in your fortress/progs
				directory.
		- backpack.wav	Put this in fortress/sound/edge
		- cap.wav	 "      "    "          "
		- comms.wav	 "      "    "          "
		- duck.wav	 "      "    "          "
		- flagtk.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.

There are two teams to this map, Blue and, rather predictably,
Red :)

Map features:

- Grapple hooks
- Duck!
- Moving water :)
- A working computer in each team's base
- Ambient sounds
- Anti respawn camping measures
- Anti flag hiding measures

Scoring works as follows:

- 2 frags per enemy flag pickup
- 2 frags per enemy flag capture
- 10 team points and 10 team frags per enemy flag capture

To capture the enemy flag, your own flag must be on its stand
in your flagroom. Take the enemy flag from their flagroom,
bring it back to your own flagroom, and touch it to your own
flag for 10 points for your team.

Due to the design and size of the map, certain classes have 
been made illegal, or restricted:

- No Scouts are allowed in this map
- Snipers and Engineers are limited to 2 per team

The computer
------------
Each base has a computer, located just outside the main
respawn. These represent the base controls, and an enemy team's
computer can be used one of two ways:

- By a spy, to allow teammates access to the flagroom
ventilation duct
- By an engineer, in order to override the normal flag return
rules and return their team's flag for a capture.


!!!! Server Admins note !!!!

Please, please for fooks sake, run your servers with at least
one of following config lines:

serverinfo grapple on
serverinfo g on
localinfo grapple on
localinfo g on

Theres no real reason any more to run with grapple disabled,
since the older tf maps which didn't disable it properly aren't
in regular use any more (I've not seen 2fort4 in a server
rotation for ages, for example), and the latest TF code doesn't
enable grapple by default.
By running your server with grapple enabled, you allow maps that
require it to be played correctly, as well as enhancing the
gameplay on maps designed with it in mind, but which may not 
necessarily _require_ it.

WaterCore NEEDS grapple enabled, or it becomes unbalanced for
certain classes re: powerups, routes through the map, etc.
I'd rather people didn't play it at all than played it without
grapple, because it's not how the map was designed.
(Plus I don't want 100 emails from people asking why certain
parts of the map are inaccessible to engineers/snipers/hwguys
etc :) )


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

Thanks to ]SG[-CiderPunk for the top duck model, & [EQ]Babs for 
providing at least half of the music I listened to while working
on this map, plus countless testing & suggestions, none of
which I included when I think about it... well maybe one. :)
Thanks also to [EQ]Locki, for pointing out the lift 'bug' :)
and to [EQ]RainbowSix aka Rush, for providing an entire enemy
team for me to test my ents against, while Lox ran around
looking for misaligned textures and dodgy lights.
I'd also like to take this opportunity to cuss Ali bad for
being the most unreliable person I've ever known.

/me cusses Ali bad.

Thankyou.

=========================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 EIGHT (8)
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.
If YOU WISH TO USE THE DUCK MODEL FOR YOUR OWN FREE MAP
PROJECT, STOP READING THIS AND GO AND ASK IT :)
SORRY I WAS BORED.

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

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

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