*** This map is designed for The Weapons Factory mod for Quake 2 ***
    (http://www.captured.com/weaponsfactory/quake2/)
======================================================================
* Overview *

Title                   : 2fort7wf on drugs, version 1 %%% alpha2
File name               : 2f7wfod1.bsp
Author                  : some guy I know
Email Address           : someguyIknow@ix.netcom.com
Description             : A scrambled version of the popular map 2fort7wf, but with an original spawn room
Date released           : %%% alpha version, not yet released
Where to get it         : http://someguyIknow.home.netcom.com/wf/maps/2f7wfod1.zip, WFD

======================================================================
* Special notes for alpha2 testers *

This map is not yet complete.
If you want to test game flow, you will have to manually activate teleporters between the forts and spawn rooms.
In the spawn rooms, look for two boxes labeled "Trig" near the teleporters.
Push them once, and the teleporters will activate.
Push them again, and they will deactivate.
In the forts, push the red and blue boxes near the singing pillar to open the doors to teleporters that will return you to the spawn rooms.
Pushing them again blocks access.
These boxes will also give access to the flag and flag cap points.

I am not going to be able to make the kind of level I would have liked to, for two reasons:
1. I am very close to the MAX_PATCHES (65536) limit as far as radding is concerned.  (This run was just under 63000.)
   I tried to include the spawn room midfield, but got the MAX_PATCHES error, even with all chops set to 256.
   That is why, in this alpha test, you will not be able to leave the spawn rooms through the doors.
   There is no way I can put a midfield between the spwn rooms without either gutting the spawn rooms or releasing the map in fullbright mode.
2. I can't place two flag cap points for each team in the map.
   If you open the teleport returns in the Yellow Fort, you will see the flag cap points on the top of the octagonal platform in the spiral ramp room.
   You will not find similar cap points in the Green Fort, even though they are in the map, because WF v4.25 ignores them.
   This pretty much rules out fort swapping, which makes all the fancy machinery in the spawn room useless, unless:
      I put the cap points on the bridge.
      I put the cap points in the spawn rooms.

I would appreciate it if you could wander around the map, see if you like it, and give me feedback.
Should I just get rid of the spawn room entirely (maybe use it in another map) and turn this map into an ordinary 2fort7wf variation?
Should I put the cap points on the bridge (or in the spawn rooms) so that I can implement fort swapping?
Is fort swapping in general even a good idea?
Should I just wait until Q3A comes out then redo the map as a Q3A map?
Or should I abandon this map altogether?

Please send your feedback to [mailto:someguyIknow@ix.netcom.com].  Thanks.

======================================================================
* Installation *

Unzip the zip file into quake2/wf (or quake2\wf).
Make sure you specify that subdirectories are to be expanded, and make sure your (un)zip utility supports long file names.
If you have FreeZip (from http://freezip.home.ml.org) installed on your system, simply copy or move 2f7wfod1.zip into quake2/wf and double-click on it.

Manifest:  %%%
  maps/2f7wfod1.bsp
  maps/2f7wfod1.txt
  sound/dwr2/hums/hum1.wav
  sound/dwr2/hums/hum2.wav
  sound/dwr2/hums/hum3.wav
  sound/dwr2/spcl/2f7/iwgttwpoeaidekiy.wav
  textures/dwr2/3p/smd/dp1.wal
  textures/dwr2/3p/smd/dp2.wal
  textures/dwr2/anim/door_64x96ab_0.wal
  textures/dwr2/anim/door_64x96ab_1.wal
  textures/dwr2/anim/door_64x96ab_2.wal
  textures/dwr2/anim/door_64x96ab_3.wal
  textures/dwr2/anim/door_64x96ar_0.wal
  textures/dwr2/anim/door_64x96ar_1.wal
  textures/dwr2/anim/door_64x96ar_2.wal
  textures/dwr2/anim/door_64x96ar_3.wal
  textures/dwr2/anim/tpad1_0.wal
  textures/dwr2/anim/tpad1_1.wal
  textures/dwr2/anim/tpad1_2.wal
  textures/dwr2/anim/tpad1_3.wal
  textures/dwr2/anim/tpad1_na.wal
  textures/dwr2/misc/basic00a_g1_l.wal
  textures/dwr2/misc/basic00b_y1_l.wal
  textures/dwr2/misc/basic00c_b1_l.wal
  textures/dwr2/misc/basic00c_r1_l.wal
  textures/dwr2/mono/l00a/l00a_14h.wal
  textures/dwr2/mono/l00a/l00a_14i.wal
  textures/dwr2/mono/l00a/l00a_25p.wal
  textures/dwr2/mono/l00a/l00a_8bb.wal
  textures/dwr2/spcl/2f7/conback0.wal
  textures/dwr2/spcl/2f7/conback1.wal
  textures/dwr2/spcl/2f7/ovfl_0.wal
  textures/dwr2/spcl/2f7/ovfl_1.wal
  textures/dwr2/spcl/2f7/ovfl_mbs0.wal
  textures/dwr2/spcl/2f7/ovfl_mbs1.wal
  textures/dwr2/spcl/2f7/ovfl_sgik0.wal
  textures/dwr2/spcl/2f7/ovfl_sgik1.wal
  textures/dwr2/spcl/4b/tp_claw_back.wal
  textures/dwr2/spcl/4b/tp_claw_side.wal
  textures/dwr2/spcl/4b/tp_claw_top.wal
  textures/dwr2/spcl/4b/tp_map.wal
  textures/dwr2/spcl/tf/quakey.wal


======================================================================
* Play Information *

Single Player           : No
Cooperative             : No
Deathmatch		: No
Standard CTF            : No
Weapons Factory         : Yes, 4-16 players
Difficulty Settings     : No
New Sounds              : Yes
New Graphics            : Yes
New Music               : No
Demos Replaced          : None

======================================================================
* Construction *

Base                    : Inspired by 2fort7wf (except for the spawn room and adjacent regions), but built from scratch.
Editor(s) used          : qED v3.0.1, Vim, Wally v1.42B, Corel Photo-Paint 6, The GIMP, Creative Wave Studio v3.19.0, Mmmm, some home-grown scripts
Edit time               : 200-500 hours
Known Bugs              : (see below, under Limitations and Known Bugs)
Compile Time            : gdd qbsp3 v1.08 - 604 %%% seconds; gdd qvis3 v1.02 - 481.0 %%% seconds; arghrad v2.01 - 18292 %%% seconds
Compiling System        : P2/300, Windows 95
Map Statistics          : 1936 portalclusters; 4045 numportals; 123 avg visible; 278 avg hearable; visdatasize: 219438 compressed from 960256

======================================================================
* Details *

This map (except for the spawn room) will be familiar to veterans of the 2fort series.
In fact, the title of this map makes sense only if you have played 2fort7wf or 2fort8wf.
However, familiarity with 2fort7wf is not necessarily an advantage when navigating this map.
Rooms and corridors are not exactly where you might expect, but they are close enough to disorient you (I hope), at least momentarily.
If you play 2fort7wf immediately after playing this map and find yourself going the wrong way around a corner, then I've done my job.

Choosing Forts  %%% Ignore for now
--------------
The doors out of the spawn room lead to a series of tunnels to the other team's spawn room.
(These tunnels are not connected in any way with the main level.)
Outside of the other team's spawn room are a pair of buttons, one yellow and one green.
If you push one of these buttons before someone from the other team gets to your spawn room area and pushes one of the buttons there, each person on your team will get 3 frags and defend the fort whose color button you pressed.
In addition, the teleporters to your fort will activate 2 seconds before the other team's teleporters to their fort.
Be careful that you do not travel too close to the other team's spawn room.
There is striped tape on the ground and on warning poles near each spawn room.
The rule is: If the tape is the color of the other team, do _not_ try to cross it, lest death grasp you in its steely embrace.

Fort Swapping  %%% Ignore for now
-------------
There are two pillars on which the initial fort choice buttons are mounted.
Five minutes after the initial fort choice or a fort swap, these pillars will open, granting access to two keys.
Take these keys back to your spawn room and fit them in the corresponding locks on consoles there, which will be revealed at the same time as the pillars.
At this point, the pillars will close and the locks will hide again, but two buttons will open up on the opposite consoles.
These buttons will be revealed for one minute, or until one of them is pushed.
If you push the button corresponding to the fort you already are defending, nothing will happen.
If you push the button corresponding to the other fort, however, the teams will swap the forts they are defending, and the team initiating the swap will get 2 frags per person.
After you push a button (or, if you fail to push a button, after one minute), the buttons will be covered again, and nobody will be able to initiate fort swapping for another five minutes.
Note that you can save keys retrieved now to swap forts in the future.

Disabling Fort Swapping  %%% Ignore for now
-----------------------
The teams may agree that they do not want fort swapping to occur, with all of its attending disruptions.
When the level first starts, pedestals appear on the floor in the bottom and top floors of each spawn room.
Simply have players stand on these pedestals (4 players in all, 2 on each team).
(All four pedestals must be occupied concurrently.)
The pedestals will disappear and a disembodied voice will say that fort swapping is disabled.
At that point, the spawn room outer doors will lock (since the only reason to go outside is to facilitate fort swapping), the Red Team will be assigned to defend the Yellow Fort, and the Blue Team will be assigned to defend the Green Fort.
Note that since the pedestals are within the spawn rooms, fort swapping can be disabled while the level-start countdown is occuring, and thus no game time is wasted.
Also note that once fort swapping has been disabled, it can't be reenabled for the duration of the level.

Finally, leaving the spawn room by either door will also make the pedestals disappear, but will leave fort swapping enabled.
At that point, fort swapping can't be disabled for the duration of the level.

The upshot of all this is that the choice to allow or disallow fort swapping is made at the beginning of the level, and the choice made is the choice everyone is stuck with until the map changes.

Defective Teleporter
--------------------
There is a defective teleporter in each spawn room, surrounded by warning sawhorses.
I recommend that you do not try to use this teleporter.
Who knows what may happen if you do?

Water Lift
----------
There is a water chamber under the square hole in the floor of the lower front room.
At the bottom of this chamber is a little hole in the wall.
If you shoot into this hole while standing in the middle of the bottom of the chamber, you will be lifted through the square hole.
This provides non-grappling/flying players with another way into the fort.
Be careful to stand in the middle of the bottom when you fire, though, or you may get squished.
Oh, yeah, I wouldn't recommend trying to fire a rocket or grenade into the little hole.

Ducts
-----
There are two ducts in each fort.
Each is covered by a grate that you must duck through.
One duct is located in the lower front room (not the sniper deck, but the room behind it), and leads to the underwater sniper nest.
As far as I can tell, once you have dropped out of this duct into the sniper nest, you can't get back into the duct.
This means that the duct can't be used to gain access to the fort.
The other duct is located in the flag room, and leads to a ledge overlooking the front hallway entrance to the flag room.
From here, snipers can shoot attackers in the back like the cowards that they are.

======================================================================
* Other Information (of interest to no one) *

Other maps by same author:  Stadium, but that wasn't really a map.  This is my first completed _real_ map.

%%% Replace with pointer to Mmmm.
I wrote several scripts that helped me immensely when making this map.
One script, "mkctf", is a primative awk script that I use to create the blue fort, given the red one.
(Actually, it creates both the red and the blue forts, given a "template" fort.)
It does things like substituting textures, renaming targetname attributes, etc.
At the time of this writing, the utility is not fit for general use (horrible to install, no documentation, almost no error handling, doesn't rotate textures, etc.).
One of my "back burner" projects is creating a replacement for it that will rotate maps by 90, 180, or 270 degrees, and/or reflect them about the X or Y axis.
It will also merge several maps, enabling you to edit your map in pieces without having to manually merge the pieces later.
I have a prototype done in Python, but it's not thoroughly tested yet, and not documented at all.
Someday...
%%% Replace with pointer to Mmmm.

This map was originally going to be part of a much larger map called 4bases1wf, with the yellow and green forts being deserted secondary bases that could be captured by either team.
(This is why the lift doesn't work, the fan is broken, etc., giving it a "deserted" feel.)
However, it's taken me so long to create this level, especially the spawn room and teleporter logic, clamps, and artwork, that I have abandoned the attempt, at least for now.
Making these levels is not easy.

Information about the author:
My personal motto: Never kill anyone you can use later.
This motto was inspired by a childhood encounter I had with Sister Ignition.
Sister Ignition was my Kindergarten Shop teacher.
Her real name was Sister Ignatious, but everyone called her Sister Ignition because she once caught her habit on fire when she fell asleep while smoking a cigar.
Anyway, one day Sister Ignition called me over, sat me on her knee, and said "Don", she said (she called me "Don" because that was my name at the time, and, coincidentally [insert scary Twilight Zone music here], it still is), "Don", she said, "One day you're going to kill a whole lot of people.  And when they strap you in that chair, I'd like to be the one to pull the switch."
Poor Sister Ignition!
I wonder if they ever found her body?

======================================================================
* Limitations and Known Bugs *

 This map is extremely defense-friendly, at least compared to the original 2fort7wf:
  The flag room front entrance hallway has a ledge from which snipers can shoot attackers in the back like the cowards they are.
  Non-grapplers have access to a lot of the piping, to place infecting biosentries or for the gunner to sit on and shoot down at people.
  The flag is located in a very narrow and easily blocked alcove, making it more difficult to grapple in and out.
  On the other hand, non-grapplers now have two ways to leave the flag room.
  Also, the flag room is larger, giving attackers more maneuvering room.
  And swapping forts can undermine even the most meticulously executed defense.
  On the other other hand, there are more hidey holes for snipers, including an underwater sniper deck and enough rebreathers lying around that a sniper would never have to come up for air.
  If it turns out that it's too difficult to get the flag, I may rework some of these in the next version (if there is a next version).
 The spawn room r_speeds are atrocious (over 2000 in places), but since no fighting takes place there, I hope it's not too much of a problem.
  People running in Software Mode may experience horrendous frame rates, though.
 There are a plethora of info_position entities in the map (for use with %L in say_team commands), but due to a bug in versions of WF prior to v5.0 (and in Quake2 CTF in general), the wrong ones may be used in places.
 The artwork on the teleport clamps could be better, and the lighting is splotchy in a few places.
 In versions of WF prior to v5.0, the recon (or other flyers) can get "stuck" in the sky.
  While this can be used to thwart stingers (she can sit in the sky with her jetpack and grapple turned off), it makes her a sitting duck.
  Speaking of which, that's the way to get unstuck: duck.

======================================================================
* Acknowledgements *

I would like to thank:

  My parents, without whom I would not be possible (or, at least, without whom I would be very unlikely).
  Brian Kernighan, Dennis Ritchie, and Bjarne Stroustrup, for UNIX, C, and C++.
  John Carmack and the other fine folks at id Software, for creating Quake2 and many other cool games.
  The Reno Brothers, Acrid, Avenger, et al, at Weapons Factory Software, for creating and/or constantly improving the Weapons Factory mod for Quake2.
  Bill Gates, who, despite the fact that Windows is mostly a piece of crap, is largely responsible for the general popularity of computers nowadays.
  Mathew Tagliaferri, for creating qED2, my favorite map editor (at least until I write my own).
  Saddam Hussein, for letting the U.S. test its First World weapons technology on his Third World country and its innocent civilians.
  China, ditto, vis a vis their embassy in Serbia.
  Ty Matthews and Neal Waite III, for Wally.
  Thomas A. Edison, for the light bulb, phonograph, etc.
  Various tutorial web sites, such as Rust, and fora, such as Cap.Com and Game Design, for all of the helpful information they post.
  Janet Reno, who, as far as I know, is no relation to the Reno brothers, but hey, it's better to be safe than immolated.
  David Hyde (rascal@magnolia.net), for the Doctor Pepper textures.
  T. R. Jones aka Bok Choy (trjones@bigfoot.com), for the vending machine model on which mine is based.
  PBS, for bringing The Teletubbies to America.  (That La-La is a babe!)
  [UT] Naraka, Smurf Killa, [SD]Bob Dole, [=CC=]V3N0M, BeLaC, [=CC=]Anthrax, =SFT=Wesman21, and others, for their encouraging words when I posted the first apha version of this level and asked for comments.
  In fact, let me just thank every damn person on the whole damn planet, with the possible exception of Bill Clinton.

======================================================================
* Disclaimers *

 Although the name of this map is "2fort7wf on drugs", I do not recommend taking drugs of any kind recreationally.
  I was not under the influence of drugs when I conceived of this level; I was reading pornography.
  I do not use recreational drugs, not even nicotine, alcohol, or caffine.
  Please note that I do not recommend _against_ taking recreational drugs, though.
  The choice of whether or not to use recreational drugs is _your_ responsibility, not mine, and certainly not the government's.
  Everyone, however, should read pornography.

 Any resemblance between the Telefraggy "Quakey-Wakey" and the Teletubby "Tinky-Winky" is entirely coincidental.
  Really.
  For one thing, Tinky-Winky is not homocidal.
  (That's homoCIDal, not ... oh, never mind.)

======================================================================
* Copyright and Legal Notices *

This map is copyright (c) 1999 by Donald Wallace Rouse II.  All rights reserved.
It is based on 2fort7wf, which is the property of Weapons Factory Software.
The Doctor Pepper image, logos, etc., and the phrase "Wouldn't you like to be a Pepper, too?", are property and/or copyright of The Coca-Cola Company.
The stylized Q Quake2 logo and fonts used in some textures are property of and/or copyright (c) id Software.
The Weapons Factory console background is the property of Weapons Factory Software.
All artwork (textures) and sounds included in this distribution, except as indicated in the next paragraph, are copyright (c) 1999 by Donald Wallace Rouse II.  All rights reserved.

Some artwork included in this distribution is based on artwork produced by others.
In such cases, I claim copyright to the texture files and any modifications that I made to the original images, but of course do not claim any copyright to the original images themselves.
This is in much the same way that someone can photograph the Mona Lisa and claim copyright to the photograph, but can not claim any copyright to the image of the Mona Lisa itself.
Here are the textures that are based on others' artwork:
  textures/dwr/3p/smd/dp[12].wal are based on textures/smd/dp[12].wal, which are the property of David Hyde.
   I made some minor changes at the edges to prevent (or at least reduce) gl_linear wraparound bleeding.
  textures/dwr2/spcl/2f7/*.wal are based on conback.pcx and screenshots of the console made when playing WF.
   The main console background is from pics/conback.pcx in pak0.pak of the Weapons Factory official distribution.
   The fonts used are from the original Quake2 distribution from id Software.
   I chopped things up into several pieces to reduce texture sizes and to avoid the GLUPLOAD8 error.

%%% Please do not redistribute the alpha or beta versions of this map.
Permission is granted to distribute %%% the released version of %%% this package (2f7wfod1.zip) in a public forum as long as:
 1. It is distributed intact, and is named 2f7wfod1.zip.
 2. You do not reverse engineer, alter, modify or in any way change 2f7wfod1.bsp or 2f7wfod1.txt.
 3. You do not charge for its distribution, unless you are Walnut Creek and are distributing it on a CD-ROM as part of the PlanetQuake/Captured.com hierarchy at ftp.cdrom.com.
 4. Such distribution does not violate the copyright of 2fort7wf, by Tumorhead and Lunitari.  (See below.)
 5. You do not distribute the included textures and/or sounds except as part of 2f7wfod1.zip.  (If you wish to use and/or distribute my textures/sounds with your own map, please email me for permission.)
This text file (2f7wfod1.txt) may be extracted and distributed separately, as long as it is not modified or renamed.

=== 2fort7wf copyright, from 2fort7wf.txt.  Note that the phrases "This map" and "These maps" [sic] refer to 2fort7wf.bsp, not 2f7wfod1.bsp, and "this text file" refers to 2fort7wf.txt. ===

This map is property of Weapons Factory Software

Permission is granted to distribute in a public forum as long
as this text file is always distributed with it.

These maps is considered part of the Weapons Facotory 3.0 version and comes
under any legal agreements regarding Weapons Factory. All other rights withheld, in particular:
- You cannot reverse engineer, alter, modify or in any ways change
the *.bsp or  text file and then redistribute it without expression permission from the owner (Weapons Factory Software).

=== end 2fort7wf copyright ===

======================================================================
* Colophon *

(This is for those people with web pages that proudly proclaim that the page was done entirely by hand, without using FrontPage, etc.)
This text file was created entirely by hand using Notepad and/or Vim.
I typed in every single character myself, with Word Wrap turned off.
I also checked the spleling and by grammar that by hand, too, as well.

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