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                        CTFs Compilation Pak 1
                              
                             CTFsPak1.pk3
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ctfscp1 - Crosstown Traffic by Ferrao
ctfscp2 - Crossed Paths v.F3 by Daniel "Drunken Boxer" Lanicek
ctfscp3 - Cement, Concrete and Stone by Kommissar
ctfscp4 - White Noise by Publis
ctfscp5 - Overkill Redux - CTF by pF.red (red@p0rn0finish.org)
ctfscp6 - Midnight Keep by Geit

These maps have been primarily selected with Capture Strike gameplay in
mind. It will probably work with other gametypes like CTF, CCTF or any 
quake III mod involving capturing the flag, hence the Pak name, CTFsPak1

Package / Selection
myrddin, yrim

Thanks to
red for fixing up the spawns in ctfscp6

Testing / Feedback:
slain, frostbite, twiztid, defrag, iain, warning, reve, nameless ...


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                          Mapper's credits

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##########################################################
## Crosstown Traffic by Ferrao                          ##
##########################################################


AUTHOR
------

 Ferrao 
 ferrao@gmx.de
 http://www.ferrao.de/


CREDITS
-------

  Textures used: id`s and altered id ones (downloadable on my website)
 

ADDITIONAL THANKS TO
--------------------
 
 id software and all the chickens


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##########################################################
## Crossed Paths v.F3 by Daniel "Drunken Boxer" Lanicek ##
##########################################################

Title			Crossed Paths v.F3
Release Date		10/02/2000
Author			Daniel "Drunken Boxer" Lanicek
Email Address	dlanicek@yahoo.com
Homepage		http://home.austin.rr.com/q3ctf/

Description	
A CTF map designed for teams of 3 - 5 players.
This is the Fall Festival of Flags version of Crossed Paths. Small changes were
made to make the map more "competitive" for clan matches. The changes from the
original version are:

- Jumppads in the middle area work better.
- Added a spawn point for each team in the middle hallway of each base.
- Removed the 2 Railguns and the 2 Lightning guns from where they were and added
one of each in the middle on the same level they were previously.
- Removed Rocket Launcher ammo in the middle and added one of each to the positions
where the Railguns were.
- Removed the Invisibility Powerup. Now only Regeneration spawns in the middle.


Known Bugs/Omissions

- None.


Play Information

Game			Quake3Arena
Bot Match		Yes, .aas file included
Capture The Flag	Yes
Deathmatch		No 


Special thanks to Johnny Law, [44]Minotaur, Ultimo, and everybody at The Fall Festival 
of Flags!

Please send comments, suggestions, and problems to my email address listed above.

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## Cement, Concrete and Stone by Kommissar              ##
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## White Noise by Publis                                ##
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## OVERKILL REDUX - CTF by pF.red (red@p0rn0finish.org) ##
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GAMETYPES SUPPORTED:
//--------------------------------------------------

g_gametype 0 -- FFA
g_gametype 2 -- Duel (i guess you could...)
g_gametype 3 -- TDM
g_gametype 4 -- CTF
g_gametype 5 -- 1 Flag CTF
g_gametype 6 -- Overload
g_gametype 7 -- Harvester
g_gametype 8 -- 3wCTF
g_gametype 9 -- Classic CTF
g_gametype 10 -- Capture Strike


THANKIES:
//--------------------------------------------------

First and foremost, credit must go to Wiebo De Wit
(http://www.planetquake.com/wdw/) for the original 
concept.

The blame must be tacked onto pF.cheetah, of clan 
p0rn0finish (www.p0rn0finish.org) for the seed idea.
"Dude, it'd be cool if Overkill were a CTF map..."

Thanks must also be given to everyone in clan pF for
their invaluable contributions to design, layout, 
texturing, and bug finding.  But extra special 
thanks go to pF.voOdoO for long late nights hanging 
out with me, trying out new ideas, and for having a
spongy head to bounce ideas off of.  Those thanks
extend to pF.Pissed Off for late nights stroking my
crotch through my lace teddy, erm, I mean, for 
helping me over some creative humps.  Special ackn-
owledgement must be given to pF.arQon for his
critiques of weapons, armor and items (Yeah, 400HP
per side is a bit much =P).

I'd also like to acknowledge clan [Xeno] for their 
help tweaking item placement and the such. 
(www.xenoclan.com). Especially [Xeno]stealth and 
[Xeno]neophyte who went above the call and 
actually took a look at the .map to optimize.
In addition, [xeno]stealth had also taken time off 
from studying for his midterms to critique and 
suggest more changes.

There are probably hundreds of others who I'm not
thanking correctly.



LEGAL:
//-------------------------------------------------

Original level design:  Wiebo De Wit

Textures:	Textures have been used from the 
		original Id Software's Quake III 
		Arena and Threewave Modification.
		Used with permission.

Models:		All models contained herein have
		been used with permission from 
		Id Software.

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##########################################################
## Midnight Keep by Geit                                ##
##########################################################
 
AUTHOR
------

 Geit 
 ouwegeit@goat.gamepoint.net
 http://goat.gamepoint.net/


CREDITS
-------

 Medieval texture set by Sock (http://www.planetquake.com/simland/
 Graveyard skybox by Sock (http://www.planetquake.com/simland/
 Waterfall texture by unknown author :(=- (taken from g1zmo's japanese castles)
 Other shaders/textures by Geit
 Mushroom mapobject by Natestah
 Fern mapobject by Natestah
 Stone mapobjects by Natestah
 Tree mapobject by Grim Reaper (http://www.q3seek.com/hiredforce)
 Skeleton mapobject by Gollum

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