**** This map designed for the TeamFortress v2.666 quakeC mod ****
2/17/98
================================================================
Title                   : Xcaliber
Filename                : xcaliber.bsp
Author                  : Brian Callaway aka Zang Tuum Tumb
				Zang[KIN]
Email Address           : zang@vvm.com or try xodus@myriad.net
Description             : TeamFortress Quake Map

Additional Credits to   : to ID, for Quake
			: TFSoftware for whom without, bored we would be
			: The Kindred Clan for helpfulness in testing,
				opinions & ideas
                        : Patricia Ford (thanks babe, thou art inspiration!)
			: Myriad Isp for their GREAT Qtf Server!

               Check out the TeamFortress homepage at:
               http://www.planetquake.com/teamfortress

		And The Kindred's Clan's TF page at:
	       http://personalwebs.myriad.net/xodus

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

* Play Information ******************

This map does not work properly without the TeamFortress v2.5 or
higher QuakeC patch, which can be downloaded from
http://www.planetquake.com/teamfortress

Single Player           : Yes, for looking around only 
Cooperative             : No, ever seen one?
Deathmatch              : No, how boring
TeamFortress            : Why else would you play Quake on the net?
Difficulty Settings     : No
New Sounds              : Yes
New Graphics            : Yes
New Music               : No, go buy a CD
Demos Replaced          : Yes, just for kicks I made a quick and dirty demo
			   showcasing the architecture and general layout
			   (xcaliber.dem) (and ask yourself how I was able to
					   fly off plane! whee!!)

* Construction **********************

Base                    : New level from scratch
Editor(s) used          : Qoole v2.10
                          EntEd (but it wouldn't work with Qoole so I pointed
			   it out to Rastlin and until he fixed it (yay!),
			   I used Wordpad for entities.                          
Known Bugs              : None known but I saw a dispenser fall when placed
			   behind the altar in the flagroom once...
Build Time              : Took about 2 weeks solid from start 
                          to finish. I have no real life.
                        : qbsp  : 48 mins 45 secs        1783 planes        35660
			: light : 21.3 minutes		10238 vertexes     122856
			: vis   : 34427.0 secs (sheesh!) 3332 nodes         79968
				  (10 hours)		  252 texinfo       10080
							 7281 faces        145620
							 8336 clipnodes     66688
							 1767 leafs         49476
							 9158 marksurfaces  18316
							35824 surfedges     71648
							17928 edges         71712
							   71 textures     659668
							      entdata       26028

Build computer          :P166 with 32 meg ram

* File Info *************************

	There are six (6) files in the zip

	- xcaliber.txt (this text file)
	- xcaliber.bsp

Put these into your fortress\maps

        - cbd-armr.wav   I dunno who made this, but I caught it floating
			 around on undernet (#wavs'r'us) It's great!
			 The telefrag one is even better! (dumbass!)

This wav file goes in fortress\sound\items

        - xcaliber.dem   This is the demo...useful if you want me to show
			 you where flags are, where they go & the great
			 architecture

The demo file goes in your fortress directory. In console, type playdemo xcaliber

        - cbd-tele.wav   In fact, I'll just add it for the hell of it

	- xcaliber.map	 This I am putting here BECAUSE I COULD NOT FIND ANY
			 OTHER MAP OUT THERE TO HELP ME LEARN AND NO ONE WOULD
			 HELP (except sniprwar.map, thanks guy!)
			 So I am letting my source out in hopes that mapnewbies
			 might use it to learn, and that a pro might look at it
			 and offer me valuable criticism!

* Game Play **************************

This is my second Quake map, and my first 'big' one, so send your good comments
and opinions to me, and the rest go to Xodus

The object of this map is to get the enemies flag and return it to your
main room on the upper deck. What I really wanted to do is redo the entire
bottleneck layout of most 2fort4 type maps. I count no less than 5 ways into
the enemy fort, 4 ways to the key (2, maybe 4 ways out) and so with all of
these ways, I made the Main Royal Hall a very elegant bottleneck in itself.
I have no idea what defense will do, but I see this room as IT.

Also, and it is finally time for it, I used Xodus' idea of 100% full resupply.
This will cut down on waiting for others to grab it, and it will just let
you grab and go play which is what we play quake for. The respawn supply bags
give out one grenade of both types, the Boom! bag in the back gives out MAX
grenades and one detpack since TF2.666 has the "let the old one go 'fore ya
set the new one". (The Boom! is from Oppose1 and is my tip of the hat to
a great map & mapmaker! It's my fave!)

Oh, and I had fun setting up the front gates (doors) to where they do open
for their own team from the outside (both teams from the inside) and can also
be detpacked by the other team.

And the green thing in the far back is a pot bale. I had the texture and brushes
just LOOK like bales, so go figure...

Again, I always loved elaborate architecture when making maps for Doom2 and
of course Quake let me do so much more.
I did run into brush limits on this one so I had to del a lot of what I had
(bsp time 2 freaking hours! Didn't even attempt to vis that puppy) and I hope
everone likes my lighting (I almost called the map Twilight. I never name a
map until I'm done with it)

Note: I used to be in [CG]Clan Gangrene, and MadMike (The Wall) and Brewman
(The Maze) are both mapmakers, so I wonder if CG now has a map record? hm?
Greets to them and to CG, but KIN could blow you guys away! hehe (well, maybe
not madmike...he's scary like lord z....)

* Strategies ****************************

Offense:	1st minute scouts can go in water way either side (water hole
		or up the hill) run in, grab flag, run out main gate which will
		open for you, and in thru your own gate which will close behind
		you. Once the Gates are detpacked, scouts will have a field day!
		Scouts rule!
	Demomen:Det the gate! How you get past the main room if there are any
		sentries on the upper deck is up to you.
		Of course, grenjump to the large battlement or if you are good
		like me, pipe to top sniper deck for picking off easy sniper kills
	Snipers:I have given you wonderous places! Abuse them! And stop those
		damn demomen from detting your gate!
	Flagrun:when going for the flag, use those dark spaces in the long ramp
		and also there's the back tunnel (cool door!)

Defense:	MY LORD, USE THAT MAIN ROOM! Set sentries! Set pipes! Get on that
		upper deck and blow those enemies by remote control!
		If your flag gets taken, use the teleport to get to better pos-
		ition quickly! Because of the main room, I did not really make
		a long flaghall, so once that flag is grabbed, it is on its
		way up.
		And beware, the elevator shaft is PERFECT for the gren1jump or
		a 2pipe jump.
		And unless they rjump over it, or get on the upperdeck, that
		bridge in the main room is the only way to the flag, so keep
		your eyes on it.

Of course the grappling hook is disabled in this map. Map is NOT designed for it!
(Only map I've seen the grapple work well in is The Street)

* Greets ********************************

The Kindred clan! Xodus, Lord Z, Sueto, Hman, Beef, Lert, Phoenix,
 Striker (damn you're one scary sniper), Proxima, XBoBX, Wormer, Cartman,
 BladeZ
Clan Gangrene!, God, patricia ford (she is goddess!), Stacy, Luuuuuuuuuu!!!!!,
Spooky, J-bear, Mom, Dad, Charles, blah, blah, blah......
The Myriad Regulars! Rail! (Hi rail!!), MarZ, Bushido, obiwan, Trubec,
Mr. Hankey, Tresmer!, et. al...too damn many, you know who you are)
and MOE (getcher ass back here)
 
* COPYRIGHT NOTICES and PERMISSIONS *****

This map is copyright 1998 by Brian Callaway. If you want
to include this on a collection of Quake maps you MUST ask my permission first. 
This text file must be included in any distribution of this work except for 
server downloads, of course. This map may be used as a base for any and all map 
makers just give credit to me if you do. If you haven't figured it out by now, 
I want credit given where credit is due. You may not charge for the distribution
of this map except for cost of media.
I hereby give limited redistribution rights to Walnut CdRom to pass along
however they wish. If the map makes money, I want some! Wheee!

Please note that this map is signed by me in the Worldspawn entity and by a tag 
included, in brushes, in the map itself to prove ownership. (great idea bob!)
Copyright infringement will be dealt with legally. You are forewarned.