] - = Central Command Assault Beta 1, 05/15/2004 = - [

-=Info=-
Title: Central Command Assault Beta 1
File: centralwfas-b1.zip
Author: Rom(mel)
E-Mail: tom_servo_58 AT yahoo.com
Build Time: A few days
Editor: Tread 2.3
Build Tools: Geoffrey DeWan's QBSP 1.09
	     Geoffrey DeWan's QVIS 1.03 (-level 4)
	     Tim Wright's Arghrad 2.01 (-extra -choplight 32 -chopsky 32 -nocolor)
Paths:	Map->maps/centralwfas-b1.bsp
	Txt->maps/centralwfas-b1.txt

For use only with Q2 Weapons Factory

-=Comments=-
This map tries to implement some of the concepts of both UT and to a certain extent q2wf 5.0. The base map used is a work in progress version of Central Command (obviously) with some improvements. The gameplay is basically UT assault style with red being defense and blue being offense. The rules are as follows:

1) How the offense scores: There are 5 capture points. Each one is protected by a glass barrier that will take some effort to destroy. After destroying them, one simply needs to touch the "keypads" to get 2 caps. Note that the final barrier is harder to destroy than the rest. 
2) How the defense scores: The floor of the red spawn is actually a button that will award the defense 1 cap each time it is pressed. The button then waits 60 seconds and resets itself. So this essentially puts a time limit on the game (~9 minutes, ideally). So as the defense spawns and respawns, they get caps.
3) Upon capturing a point, the offense must wait about 10 seconds for the doors to open to allow them to move onto the next capture point. This is because the defense needs time to reset itself. 
4) The initial door that opens to allow the offense to attack its first control point waits 35 seconds before opening. Again, this allows the defense to get set up. Realistically, the offense will only be waiting about 5 seconds because the first 30 they will not be allowed to exit the spawn anyway.

In reading the rules, two things are obvious: 1) the capturelimit must be set to 10 and the timelimit must be greater than 9 (realistically, even more than that to allow for padding). 

-=Known Bugs=-
1) Either team can damage the protective glass. Nothing can be done about this unless code is written so that the wf_team key is recognized on func_explosive entities. 

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

You may not alter and redistribute this map in any way, shape or form without 
expressed permission from the author.