** Basic Info **

Title                   : "Foreshadows CTF"
Filename                : trictf1.bsp
Author                  : Michael Conger (Dragonne{TRIAD})
Thanks To		: Clan {TRIAD} (http://www.ClanTriad.net) for play testing and id Software for
			  making Q3DM1 which heavily influenced the map.
Special Thanks To       : id Software for creating Quake III of course
Author's E-mail		: Dragonne@ClanTriad.net

Thanks For Content	: Ronin{TRIAD} (Ronin@ClanTriad.net) for the new base statues
			  and the cat mapobjects (me-F**KING-ow! =) ).
			  To my cat, Puddin, who posed for the pictures Ronin needed
			  to make the cat mapobject, forever immortalized in Q3A. =)
			  Oak from Oak's Shiro (http://www.planetquake.com/oakshiro)
			  for the 3skullslight and the flameholder mapobjects.
			  Gollum from Oak's Shiro (http://www.planetquake.com/oakshiro)
			  for the Skeleton Pack 1 mapobjects.

** Play Information **

Deathmatch              : No
Team DM			: No
Capture the Flag        : Yes  (6-10 players)
Bots?			: Yes (see below)
Gameplay		: Even though the Q3DM1 influence is readily apparent(I think),
			  the gameplay is not even close, in a DM vs CTF sense anyway.
			  First, it's over twice the size of Q3DM1. Second, there is a
			  vertical element that Q3DM1 didn't have with the additional
			  upper base exit hallways and the basements. It's still quite fast,
			  the fastest flag-to-flag run I've seen is 13 seconds without
			  interference(like that ever happens in a REAL game), but the base
			  defense isn't too hard. It's an easy map to learn, and a fun map
			  to play that isn't overpopulated with powerups and weapons. =)

** Construction **

Editors Used		: GTKRadiant 1.1 TA-Beta and GTKRadiant 1.1 TA, Paint Shop Pro v6, Q3Build
Computer Used		: PIII 700, 192mb RAM, GEForce2 GTS 32mb, 30gig HD, Win98SE
Build Time		: 6 months on and off, about 220 hours I guess?
Compile Time		: Final compile: 1 hour, 18 minutes.
Known Bugs		: There are no technical map flaws.
			  The bots go everywhere and get everything, (except the regens
			  which I can't help due to the location of them) they prefer the
			  basement route when traversing from flag to flag. I did work on
			  fixing this situation, and it's not a serious problem anymore.

Author's Notes		: Originally I was going to take Q3DM1, copy and rotate it,
			  and put in flags. Then I talked to PaulJ from id about it
			  and he mentioned that id would probably squash it because
			  it would infringe on their copyright. That was understandable.
			  He did say that I could use the same layout. So, I took
			  measurements from the floor brushes from Q3DM1 and build it up
			  from there manually. I did want to keep the Q3DM1 flavor, so I
			  borrowed a few detail techniques from the original and used the
			  same torch models. The final map is 100% original brushwork, but
			  has heavy Q3DM1 influence. It's a really fun map!!!

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

** Installation **

To play this level, extract the file "trictf1.pk3" into
your \baseq3 directory of Quake III Arena.  Then select
Foreshadows CTF under the capture the flag levels. 

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

** Copyright and Permissions **

This level may be distributed via any medium (ie: Internet,
BBS, CD-ROM, compilation disk) as long as it maintains the
name trictf1.pk3 and is supplied in a zip file called trictf1.zip 
that also contains this text document and no other files.


